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Our Tokens are the perfect solution to keep track of key abilities during your 10th edition games.
This set can be purchased as a Complete Bundle at over a 15% discount with every token, or as smaller sets specific to the different detachments and/or a core set for unit abilities from the new codex.
Made from high-quality materials, these tokens are durable and easy to use. Say goodbye to messy pencil marks, confusing notes or dice, and say hello to simpler, more organized gameplay with our Tokens.
This 2 colour acrylic is 1.5mm thick and is available in 13 colours.
This Complete Set includes all of the tokens below but not all tokens may be pictured due to the size of the set.
Core Set
- Paladin Bondsman: All attacks gain lethal hits & melee gains lance (x2)
- Errant Bondsman: Re-roll advances & ranged attacks gain assault (x2)
- Gallant Bondsman: Re-roll charges & hits in melee (x2)
- Warden Bondsman: All attacks gain sustained hits 1 & ranged attacks gain ignores cover (x2)
- Crusader Bondsman: Ranged weapons gain +1 to hit (x2)
- Salvoes: Remained stationary & gained sustained hits 1 (x2)
- Defender Bondsman: Attacks are -1 DMG vs unit (x2)
- Mentor Bondsman: Re-roll wounds vs Quarry
- Quarry: Re-roll wounds vs unit
- Legendary available: 0CP duplicate stratagem available this turn
- Chainbreaker available: Remove battle shock from a unit within 12”
- Suppressed: -1 to hit (x2)
- Glory Charge: +1 strike attacks & +2 sweep attacks (X2)
Detachments
Valour
Detachment Abilities
- Gallantry: Advanced: ranged gains Assault (x5)
Enhancements
- Chalice: End of your move phase, a visible knight within 12” heals D3, or 3 if
- Honoured
- Ion: End of your move phase, a visible knight within 12” to gain stealth
- Ion: Gained stealth
- Helm: Start of your shooting phase, a visible knight within 12” to gain ignores cover
- Helm: Ranged gains ignores cover
- Sigil: : Start of your charge phase, a visible knight within 12” may re-roll charges
- Sigil: May re-roll charges
Stratagems
- Run Through: Gained Lance (x3)
- Thunder-stomp: 8 Armoured feet attacks or 12 titanic, also+1 AP
- Full Tilt: +2” to move & advance (x3)
- Retribution: Ranged gains Lethal Hits (x3)
- Rotate Shields: 4+ INV save
Warden
Detachment Abilities
- Foundation Objectives (x2)
Enhancements
- Acquisitor: While the bearer is on your defensive line and no enemies are, add your OC to each bondsman
- Purgation: Re-roll melee hits & wounds of 1 while on your defensive line
- Halo: Ranged gains ignores cover while on your defensive line
- Vengeful: 0CP tank shock available each turn
Stratagems
- Drive Out: 5+ crit hits vs enemies on your defensive line
- Lance-breaker: -1 to be wounded if STR of attack is higher than toughness
- Steadfast: Re-roll hits
- Marshal: +3” Move (x2)
- Bombardment: Ranged gains sustained hits 2
- Intimidation: When targeted by a charge, enemies must test for battle shock with -1 to the roll
Companions
Detachment Abilities
- Enhancement Expended (x4)
- Paladin Bondsman: All attacks gain lethal hits & melee gains lance
- Errant Bondsman: Re-roll advances & ranged attacks gain assault
- Gallant Bondsman: Re-roll charges & hits in melee
- Warden Bondsman: All attacks gain sustained hits 1 & ranged attacks gain ignores cover
- Crusader Bondsman: Ranged weapons gain +1 to hit
- Defender Bondsman: Attacks are -1 DMG vs unit
- Mentor Bondsman: Re-roll wounds vs Quarry
Enhancements
- Herald: May expend after charging, each enemy in melee range tests for battle shock with -1 to the roll
- Divination: May expend when shooting, re-roll hits vs flyers
- Pennant: May expend when fighting, melee gains sustained hits 2
- Condemnation: May expend after fighting & slaying an enemy unit. Pick an enemy not in melee & within 12”. Roll 6x D6, each 4+ = 1 mortal
Stratagems
- Courageous: 6+ FNP
- Duel: +1 to hit & wound vs monster, walker & titanic units
- Hero: Objective secured with OC 5
- Unstoppable: Fall back, shoot & charge
- Driven: Advance & charge
Spearhead
Detachment Abilities
- Bonded to pride bearer (x3)
- Bonded to fables bearer (x3)
- Bonded to heroism bearer (x3)
- Bonded to martial bearer (x3)
-
Enhancements
- Pride: Bonded Armigers re-roll hits of 1 when 2 or more are bonded with bearer
- Fables: Bonded Armigers gain precision when 2 or more are bonded with bearer
- Heroism: Bonded Armigers ignore any/all MODS to hit & wound rolls in melee when 2 or more are bonded with bearer
- Martial: 1 Bonded Armiger may use a 0CP counter-offensive stratagem when 2 or more are bonded with bearer
Stratagems
- Courage: +1 to hit vs unit
- Wisdom: +1 AP vs unit
- Mentor: Fall back & shoot (x3)
- Thin Ranks: Ranged gains rapid fire 1 (x3)
- Duty: -1 AP vs unit
The photo is the finished product and has been designed to be as clear as possible. No clean-up such as removing plastic backing or painting the engraved parts of the tokens is required.
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