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Proliferation Cycle$50.00In 2439 the Terran Hegemony unleashed the Mackie—the first BattleMech—setting off an arms race across the Inner Sphere. The Proliferation Cycle fiction anthology tells the story of how all five Gre...
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//redcapscorner.com/cdn/shop/files/BattletechSnord_sIrregularsAssaultLance_771x1000.jpg?v=1758837006Snord's Irregulars Assault Lance$35.00With a reputation for unorthodox tactics and a fetish for collecting lost artifacts and treasures, you never know what you're gonna get when Snord's Irregulars hit the field. Yet they always seem t...
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Legendary MechWarriors III$45.00Bounty hunters have been a part of civilization for as long as anyone has had a price on their head. Among MechWarriors, the infamous, faceless Bounty Hunter is as engimatic as they are feared, ign...
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Legendary MechWarriors II$40.00In a universe where life is cheap but BattleMechs are not, only a handful of elite MechWarriors ever achieve the level of fame—or infamy—required to blaze their name across the stars. Now you can b...
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Clan Direct Fire Star$40.00Delivering blistering firepower at range is often the best way to soften up hard targets. These 'Mechs and their expert MechWarriors make it look easy, employing a wide-range of energy and autocann...
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Clan Cavalry Star$40.00The arrival of cavalry has evoked dread and elation in equal measure for millennia. These fast-moving, heavy-hitting 'Mechs can maneuver quickly across alien battlefields, delivering superb firepow...
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Third Star League Strike Team$50.00Terra has fallen. An ilClan has arisen. But ilKhan Alaric Ward desperately needs as many machines and warriors as he can recruit to maintain his grasp on the jewel of mankind. That includes 'Mechs ...
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Star League Command Lance$40.00The Star League Defense Force was the largest army in the history of mankind. And to rise to a command station required both the pilot and their 'Mech meet the highest quality of standards, able to...
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Second Star League Assault Lance$45.00Desperate to halt the Clan Invasion once and for all, the Inner Sphere forged a Second Star League in 3058. Its forces launched a massive assault to achieve that goal, marching all the way to the C...
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House Davion Heavy Battle Lance$35.00Battle Lances are the line troops of any large House Davion force. A Heavy Battle Lance ups the fielded tonnage, offering a significant force multiplier for power projection combined with even more...
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House Davion Cavalry Lance$35.00Fast-moving with potent armor and firepower, the 'Mechs chosen for a Cavalry Lance are some of the most flexible on any battlefield. These 'Mechs give a decisive advantage to a commander who is wil...
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Salvage Box: Urbanmech LAM$30.00The Little Tin Can that discovered flight in the hearts and minds of Urbie lovers (or haters) has finally found its proverbial wings in reality! Or at least a stronger set of jets. This new Salvage...
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Urbanmech Lance$35.00Loved and hated in equal measure, over the last four decades the UrbanMech has become the mascot of BattleTech. Recently, the UrbanMech has been turned into multiple plushies, appeared in a company...
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Black Remnant Command Lance$35.00Stavrenn Otho leads his ragtag team of mercenaries on high-risk missions across hundreds of light-years, but the greatest threat to his battle-forged unit may come from those of his own blood. Incl...
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Northwind Highlanders Command Lance$35.00The Northwind Highlanders trace their lineage back to the pre-spaceflight age of ancient Terra. From small-scale uprisings to epic struggles, as a House regiment and as mercenaries, every generatio...
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Inner Sphere Security Lance$35.00Whether defending a massive production compound in urban environs or a field bivouac deep in enemy territory, maintaining security demands the right combination of maneuverability and firepower. Th...
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Inner Sphere Assault Lance$35.00The tread of these 'Mechs shakes the very ground—and the determination of any defenders willing to face these monsters. Boasting maximum armor and withering firepower, these 'Mechs usually are the ...
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Inner Sphere Pursuit Lance$35.00Stopping an enemy piercing or flanking attack can be the difference between victory and defeat. With dogged ruthlessness, these 'Mechs can pursue and eliminate any maneuvering action the enemy atte...
Redcap's 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. '
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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. '
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