MEGA BUNDLE - Battle Brothers - 11th Edition Token Set
MEGA BUNDLE - Battle Brothers - 11th Edition Token Set
Pro Painted Studios

MEGA BUNDLE - Battle Brothers - 11th Edition Token Set

Regular price £199.00 £0.00
Tax included.

Our Tokens are the perfect solution to keep track of key abilities during your 11th edition games. 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 set contains ALL our Battle Brother tokens (codex divergent sets are not included) which is over with over a 15% discount for in excess of 250 tokens!

Unit Abilities

  • Oath: Re-roll all hits & +1 to wound vs target
  • Finest Hour: +3 Attacks & devastating wounds
  • Battle Rites: Duplicate -1CP cost Stratagem Available this round
  • Wrath Charge: Gain +1 Strength
  • Vanguard Charge: Gain lethal hits
  • Blessed: +1 to Hit
  • Vengeance: 7 Axe attacks
  • Objective control of 9
  • Heroism: +1 Attacks
  • Fury – Extra Attacks Dial
  • Chapter Swords: Re-roll hits of 1
  • Chapter Shields: Re-roll INV saves of 1
  • Suppressed: -1 to Hit
  • +1 To hit vs target
  • +1 AP vs Target
  • +1 to Wound vs Target
  • No Benefit of Cover
  • Priority Objective
  • Objective Secured (x5)

Bastion Detachment

Detachment Abilities:

  • Scanned: Re-roll hits of 1 vs unit (x5)

Enhancements:

  • Eye: Bearer’s Ranged & battleline models in unit gain precision
  • Hero: Unit gains battleline
  • Valour: Bearer’s melee & battleline models in unit gain +1 AP
  • Bombast: 4+ gain 1 CP when targeting unit with a stratagem, +1 to roll if battleline

Stratagems:

  • Discipline: Re-roll hits of 1. If target is scanned also re-roll wounds of 1
  • Pinned: -2” to move & charge
  • Vengeance: Unit gains lethal hits v s scanned units or if battleline
  • Vengeance: Unit gains sustained hits 1 vs scanned units or if battleline
  • Suppressed: -1 to hit
  • Defiant: -1 to be wounded if STR is higher than toughness
  • Heresy: Advanced or fell back, shoot and/or charge but must target scanned units

Hammer

Detachment Abilities:

  • Oath: Re-roll hits & wounds of 1

Enhancements:

  • Spiritus: Bearer gains +1 Melee attacks
  • Once per battle, any phase, unit also gains +1 attacks
  • Roar: Enemy non-monster & vehicle units have 1 model slain when they fail battle shock within 6”
  • Once per game, D3 models slain
  • Laurel: Bearer gains +1 OC
  • Once per battle, any phase, other models also gain +1 OC
  • Font: While leading a unit, return 1 slain model in your command phase

Stratagems:

  • Contempt: Reduce AP by 1
  • Ruthless: +1 to Hit. If below starting STR, also +1 to wound
  • Dominator: Objective secured (x5)
  • Ferocity: Unit gains Lethal Hits
  • Ferocity: Unit gains Sustained Hits 1
  • Fortitude: Attacks are -1 DMG vs unit

Vanguard

Enhancements:

  • Driven Deep: Unit gains infiltrate
  • Ghostweave: Bearer gains stealth & lone operator
  • Execute: Unit can shoot then Move 6” but cannot charge
  • Shadow War: Once per turn, +1 CP cost for an enemy STRAT within 12”

Stratagems:

  • Contempt: Reduce AP by 1
  • Sabotaged Objective (x2)
  • Surgical: Unit gains precision
  • Strike: +1 BS & AP vs targets over 12”. Enemy tests for battle shock if any models slain

Spearpoint

Enhancements:

  • Paragon: Bearer’s melee gains +1 ST & AP. Or +2 if charging
  • Wisdom: Unit may re-roll advances
  • Eye: Units ranged gain sustained hits 1 & ignores cover
  • Huntmaster: Treats turn as 1 higher while in reserves

Stratagems:

  • Contempt: Reduce AP by 1
  • Mobile: Fall back/advance & charge
  • Spear and Sabre: Unit gains lance
  • Spear and Sabre: Unit gains lethal hits
  • Spear and Sabre: Mounted unit gains lance & lethal hits
  • Evasive: -1 to be hit & wounded

Talons

Enhancements:

  • Shroud: Unit gains infiltrate
  • Once per turn, +1 CP cost for an enemy STRAT within 12”
  • Raptor: Bearer gains stealth & lone OP
  • Instincts: Treats turn as 1 higher while in reserves

Stratagems:

  • Contempt: Reduce AP by 1
  • Lay low: Unit gains precision
  • Feint: Fall back, shoot & charge. Phobos & scouts may also advance
  • Fusillade: +1 BS & AP vs targets over 12”. Enemy test for battle shock if any models slain

Subversion

Detachment Abilities:

  • Detected: +3" Detection range (x5)

Enhancement:

  • Shroud: Bearer gains Stealth & Lone OP

Upgrades:

  • Death: +1 to Hit vs Hidden units (x3)

Stratagems:

  • Adaptive: Phobos/scout unit can perform action & shoot
  • Cloaked: Phobos/scout unit has -3” detection range

Stormlance

Enhancements:

  • Fury: Bearers melee gains +1 AP & STR or +2 if charging
  • Portents: Unit can re-roll advances
  • Feinting: Unit gains fall back & shoot
  • Instincts: Treats turn as 1 higher when in reserves

Stratagems:

  • Contempt: Reduce AP by 1
  • Fusillade: Unit gains assault, or sustained Hits 1 if already assault
  • Shock: Unit can re-roll charges and gains lance
  • Ride Hard: -1 to be hit & wounded

Libarius

Detachment Abilities:

  • Disciplines Tracker

Enhancements:

  • Prescience: Once per turn may move D6 when an enemy finishes a move within 8”. Move 6” if divination active
  • Celerity: Advance & charge. Can also fall back & charge if biomancy active
  • Obfuscation: Unit cannot be snap shot. -3” detection if telepathy active
  • Fusillade: Units ranged weapons gain anti-monster & vehicle 5+. Also sustained hits 1 if pyromancy active, or +6” if telekinesis active

Ironstorm

Enhancements:

  • Augury: Your command phase a vehicle within 6” gains lethal hits
  • Augury: Lethal hits
  • Flesh is Weak: Bearer gains a 4+ FNP
  • Adept Available: Change damage of 1 attack vs a vehicle within 6” to zero
  • Machine War: Your command phase pick a vehicle within 6” which can still shoot even if they Fell Back or Advanced
  • Machine War: Fall back or advance & shoot

Stratagems:

  • Contempt: Reduce AP by 1
  • Conviction: Ignore any or all MODS to characteristics and rolls (excluding saves)
  • Weakness: Gain Sustained Hits 1 vs units below starting strength. Vehicles also gain Crit hits on 5+
  • Fury: +1 to Move, toughness, LD, OC & +1 to Hit

Headhunter

Enhancements:

  • Redoubtable: Bearer gains 5+ INV and heals 1 at end of your command phase
  • Gunnery: Once per phase, re-roll 1 hit, wound, and damage roll
  • Firestorm: Bearer’s ranged weapons gain sustained hits 1
  • Tank Ace: Your shooting phase, ranged weapons on vehicles within 6” gain assault

Stratagems:

  • Contempt: Reduce AP by 1
  • Weak point: +1 AP vs vehicles & monsters
  • Kill Shot: Re-roll wounds of 1 vs vehicles & monsters. Re-roll all wounds if target is below starting STR
  • Rapid: Fall back & shoot

Gladius

Detachment Abilities:

  • Doctrine Tracker

Enhancements:

  • Artificer: Bearer gains a 2+ save & 5+ FNP
  • Vehement: Bearer gains +1 attack & STR or 2 under Assault
  • Adept: Can elect to be under tactical doctrine
  • Discipline: Unit gains sustained hits 1 & 5+ Crit hits under Dev

Stratagems:

  • Duty's End: Fight on death
  • Contempt: Reduce AP by 1
  • Honour: Unit gains lance. Also +1 AP under assault doctrine
  • Devastator doctrine active
  • Tactical doctrine active (x2)
  • Assault doctrine active
  • Storm of Fire: Ignore cover & +1 AP under dev doctrine

Fulgurius

Upgrades:

  • Weapon Spirits: Re-roll damage & number of attacks (x3)
  • Cogitator Core: Ranged weapons ignore cover (x3)

Firestorm

Enhancements:

  • Champion: Unit can ignore any /all MODS to characteristics & rolls (excluding saves)
  • War-Tempered: Bearer gains+3 STR in melee
  • Forged Available: Once per turn, change 1 hit or save to a 6
  • Mantle: -1 Damage vs bearer. If melta or torrent change damage to 1

Stratagems:

  • Contempt: Reduce AP by 1
  • Crucible: +1 to Wound vs closest target within 6”
  • Immolation: Torrent weapons gain devastating wounds
  • Onslaught: +1 to Hit vs closest unit within 12” & any kill causes a battle shock test

Anvil

Enhancements:

  • Indomitable: 2+ Return to life
  • Fleet Commander Available
  • Fleet Commander - Target tokens (x2) 
  • Defender: Unit gains 6+ FNP within range of an objective & only half OC when battle shocked
  • Architect: Units ranged attacks gain ignores cover

Stratagems:

  • Contempt: Reduce AP by 1
  • Not One Step Backwards: Double OC but must remain stationary
  • No Threat: Re-Roll wounds vs monsters & vehicles
  • Battle Drill: Unit gains sustained hits 1. Also gain 5+ Crit hits if stationary

1st Company

Detachment Abilities:

  • Extremis: Re-Roll all Hits & Wounds vs target

Enhancements:

  • Sword: Bearer gains+1 Attacks
  • Once Per Game Unit also gains +1 Attacks
  • Fear: Enemy non-monster & vehicle units have 1 model slain when they fail a battle shock within 6”
  • Once per game D3 models Slain
  • Rites: Bearer gains +1 OC
  • Once per game: Unit also gains +1 OC
  • Resolve: Bearer gains 5+ FNP
  • Once Per Game unit gains 5+ FNP

Stratagems:

  • Contempt: Reduce AP by 1
  • Heroes: +1 to Hit. If below starting STR also +1 to wound
  • Terrifying: Enemies within 6” must test for Battle Shock, -1 to test if below Half-Strength
  • Objective Secured (x5)
  • Fortitude: Reduce Damage by 1

Reclamation

Enhancements:

  • Seals: Unit gains a 5+ INV save
  • Avatar: Enemies within 9” below starting-str test for battle shock in enemy command phase
  • Scroll: Re-roll charges vs enemies within range of an objective
  • Liberatum: Bearer can re-roll hits & wounds vs units in range of an objective

Stratagems:

  • Conquerors: Models gain +1OC
  • Furious: +2 to charge & +1 attacks
  • Fight: 4+ Fight on death
  • Scions: Fall back, shoot and/or charge
  • Destiny: Objective secured (x5)

Orbital

Enhancements:

  • Laurels: Re-roll charges for unit when set up that turn
  • Veteran: Unit gains scouts 6”
  • Orbital Uplink: Redeploy 3 units, which may enter reserves
  • Gunship Available: End of enemy fight phase & if not in melee, may enter reserves

Stratagems:

  • Suppressed: -1 to hit
  • Decapitation: Unit gains precisions & +1 to hit vs character units
  • Coordination: Lethal Hits vs units within 12” or if disembarked from a drop pod
  • Coordination: Sustained hits 1 vs units within 12” or if disembarked from a drop pod
  • Screen: Unit gains stealth & benefit of cover x2

Shield

Detachment:

  • Oath: Re-roll all hits, re-roll wounds of 1, and +1 to wound vs target )re-roll all wounds for Lysander unit)

Enhancements:

  • Champion: Bearer gains +1 melee attacks. 
  • Champion once per battle unit also gains +1 attacks
  • Disciple: Bearer gains +1OC
  • Discipline once per battle unit also gains +1 OC
  • Indomitable: 2+ return to life with 3 wounds
  • Standard: Attacks vs unit are -1 to wound if STR is higher than toughness

Stratagems:

  • Contempt: Reduce AP by 1
  • Fury: Unit gains +1 to hit. Also +1 to wound if below starting STR
  • Vengeance: 3+ Fight on death
  • Conquerors: Objective Secured (x5)
  • Extermination: +1 AP & Ignores Cover

Seekers

Enhancements:

  • Immolator: Unit gains +1 attacks for torrent weapons
  • Artifice: Bearer gains +3 STR for melee
  • Forged: Once per turn, unit may change 1 hit of save to a 6
  • Mantle: Attacks are -1 DMG vs bearer. Melta or Torrent are DMG 1

Stratagems:

  • Contempt: Reduce AP by 1
  • Crucible: +1 to wound vs closest target within 6”
  • Wrathful: Fall back & shoot
  • Immolation: Torrent gains DEV wounds
  • Blazing: -2 to charge

Blade

Enhancements:

  • Armour: Bearer gains 2+ save & 5+ FNP
  • Oath: Bearers melee gains +1 attacks & STR. +2 if under assault
  • Student: Start of your command phase, unit may gain Tactical Doctrine
  • Student: Tactical doctrine active
  • Veteran: Unit gains sustained hits 1. May re-roll advances under DEV

Stratagems:

  • Contempt: Reduce AP by 1
  • Foresight: Attacks are -1 to wound if STR is higher than toughness
  • Courage: Unit gains lance. Also +1 AP if under assault doctrine
  • Adaptivity: Assault Doctrine Active
  • Adaptivity: Tactical Doctrine Active
  • Adaptivity: Devastator Doctrine Active
  • Vigilance: Ranged gains Ignores cover. Also +1 AP if under DEV doctrine

Sentinels

Detachment Abilities:

  • Entrenched (x10)

Enhancements:

  • Indefatigable: Once per battle, 2+ Return to life
  • Omni-vox Tracker
  • Data Link: Units ranged attacks ignore cover
  • Defensive: Redeploy up to 3 units, which may enter reserves

Stratagems:

  • Contempt: Reduce AP by 1
  • Unyielding: Models gain +1OC
  • Priority: Re-roll wounds vs characters, monsters & vehicles
  • Stand: 4+ Fight on death, +1 to roll if entrenched
  • Augmented: Unit gains sustained hits 1
  • Augmented: Unit gains lethal hits
  • Augmented (Entrenched): Unit gains sustained hits 1 & lethal hits 

Pro Painted Studios products are not affiliated with or endorsed by Games Workshop Limited.

GPSR Information

General Information

CE Marking: No

Declaration of Conformity: View Document

User Manual: View Document

Manufacturer Information

Name: Pro Painted Studios

Address: 31 Southview Road, Weymouth, Dorset, DT4 0JF

Email: propaintedstudios@gmail.com

Website: https://www.propaintedstudios.co.uk/

European Manufacturer: No

Responsible Person (EU Representative)

Name: Easy Access System Europe Oü, 16879218

Address: Mustamäe tee 50, 10621, Tallinn, Estonia

Email: gpsr.requests@easproject.com

Website: https://easproject.com/gpsr/

Safety Information

Age Restrictions: 16+

Warnings
  • Inspect tokens for any sharp edges or points before use. Handle with care to avoid injury, do not bend.
  • Avoid exposing any component to heat sources or open flames, as they may melt or emit harmful fumes.
Hazard Information
  • Components may be small and pose a choking hazard. Keep them out of reach of children under 3 years old.
  • Some products include neodymium magnets. These can be harmful if inhaled or swallowed. Store them safely out of reach of children under the age of 16.
  • Neodymium magnets can shatter if they collide forcefully with each other or with metal objects. Handle them carefully to avoid injury and damage.
  • Keep magnets away from electronic devices or medical implants, such as pacemakers, as they may cause interference.

Disposal Instructions: Dispose of broken or unused components responsibly. Follow local recycling guidelines if applicable.


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