MEGA BUNDLE - Custodians - Grimdark 11th Ed Token Set
MEGA BUNDLE - Custodians - Grimdark 11th Ed Token Set
MEGA BUNDLE - Custodians - Grimdark 11th Ed Token Set
MEGA BUNDLE - Custodians - Grimdark 11th Ed Token Set
MEGA BUNDLE - Custodians - Grimdark 11th Ed Token Set
MEGA BUNDLE - Custodians - Grimdark 11th Ed Token Set
MEGA BUNDLE - Custodians - Grimdark 11th Ed Token Set
MEGA BUNDLE - Custodians - Grimdark 11th Ed Token Set
MEGA BUNDLE - Custodians - Grimdark 11th Ed Token Set
MEGA BUNDLE - Custodians - Grimdark 11th Ed Token Set
MEGA BUNDLE - Custodians - Grimdark 11th Ed Token Set
MEGA BUNDLE - Custodians - Grimdark 11th Ed Token Set
MEGA BUNDLE - Custodians - Grimdark 11th Ed Token Set
MEGA BUNDLE - Custodians - Grimdark 11th Ed Token Set
MEGA BUNDLE - Custodians - Grimdark 11th Ed Token Set
MEGA BUNDLE - Custodians - Grimdark 11th Ed Token Set
MEGA BUNDLE - Custodians - Grimdark 11th Ed Token Set
MEGA BUNDLE - Custodians - Grimdark 11th Ed Token Set
Pro Painted Studios

MEGA BUNDLE - Custodians - Grimdark 11th Ed Token Set

Regular price £124.99 £0.00
Tax included.

Our Tokens are the perfect solution to keep track of key abilities during your 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 19 colours.

This set contains ALL our Custodians detachment tokens sets with over a 15% discount!

Unit Abilities

  • Readied (x10)
  • Start an action even when engaged/ battle shocked and also still shoot (x3)
  • Move through all unit types (x3)
  • Ignore any/all MODS to BS, hit & wound (x3)
  • Re-roll hits of 1 vs non-monsters/vehicles (x3)
  • Melee attacks vs unit are -1 to hit (x3)
  • Melee attacks vs monsters & vehicles gain lethal hits (x3)
  • Shackle Available: +3 Axe attacks or 3+ INV save
  • Shackle: +3 Axe Attacks
  • Shackle: 3+ INV save
  • Vengeful Available: D6+2” Surge move when suffering a wound from shooting (x2)
  • Teleport Available: In your move phase if unengaged, may enter reserves (x2)
  • Sweeping Available: End of fight phase, if eligible to fight, may move if unengaged or fall back (x2)
  • Mark: Champion gains +1 to wound vs unit (2) 
  • Mines Available (x2)
  • Strike: Ranged attacks may re-roll hits (x2)
  • Execution Charge: Melee gains sustained hits 1 (x2)
  • Death Charge: Melee gains +1 AP (x2)
  • Purity: +3” Detection range (x2)

Guardians Detachment

Enhancements:

  • Bane: Bearer gains +1 to wound vs characters, monsters & vehicles
  • Bearer of Light
  • Mark: Redeploy up to 3 units, which may enter reserves.
  • Eye: Bearer gains +1 wound. Once per game gain a 3+ INV save vs an attack

Stratagems:

  • Focus: End of any phase, unit becomes readied
  • Shield: -1 to hit & wound if not targeting shield unit
  • Shield Unit
  • Clad: Attacks are -1 AP
  • Unlimited: Advance & charge. Ranged  gain assault
  • Target: Re-roll 1 hit, wound & damage roll
  • Swift: Trusted unit may move D3+3” when an enemy ends a move within 8”

Shield Detachment

Enhancements:

  • Caducatrix Available: Start of any phase, bearer heals D3+3
  • Shell Wasted: +1 Attacks for bearer’s ranged weapons

Stratagems:

  • Manoeuvre: Fall back, shoot & charge
  • Talon: +1 STR vs enemies within 9”
  • Rapid: When an enemy unit ends a fall back move, a unit it was engaged with may shoot it

Dread Detachment

Enhancements:

  • Exemplar: Bearer gains cleave 1
  • Flawless: Bearer’s melee gains sustained hits 1

Stratagems:

  • Lightning: D3+3” Pile-in move
  • Golden Light: Unit that made an ingress move is -1 to hit & cannot be snap shot
  • Rapidity: Advance & charge

Emissaries Detachment

Enhancements:

  • Orb Bearer
  • Orb: -1 to Hit
  • Edge: Bearer may re-roll hits & wounds of 1 if charging

Stratagems:

  • Bearers: Ignore MODS to hit & wound for melee attacks
  • Slayers: +1 to wound in melee vs units with a higher toughness 
  • Selfless: End of enemy charge phase, unengaged unit may charge a max of 6”

Chosen Detachment

Enhancements:

  • Mantle: -1 to Hit unit
  • Hall of Armouries: Bearer’s melee attacks gain DEV wounds

Stratagems:

  • Focus: End of any phase, unit becomes readied
  • Clad: Attacks are -1 AP
  • Bastion: Objective secured (x5)

Shadow Keepers Detachment

Enhancements:

  • Warding: Bearer gains a 5+ FNP
  • Destroyer: Unit gains 4” pile-in & consolidation. May make any consolidation move

Stratagems:

  • Grim: Unit gains lethal hits vs monsters & vehicles
  • No Escape: Charge an enemy unit that ends a fall back move within 6”
  • Indomitable: Gains Fights First

Solar Detachment

Enhancements:

  • Sally: Start of charge phase, Infantry unit within 6” that advanced can also charge

Upgrades:

  • Eagle: Unit gains +1 to advance & charge (x3)

Stratagems:

  • Inexorable: Unit may ignore MODS to move, advance & charge
  • Spear’s Length: Fall back & shoot
  • Grenade: -1 to Charge

Honoured Detachment

Enhancements:

  • Shrike: Enemies cannot be set up within 12”

Upgrades:

  • Sentries: Once per phase, duplicate -1 CP cost intervention (x3)

Stratagems:

  • Gilded: Character gains a 2nd use of their once per battle ability
  • Duty: 3+ Fight on death

Lions Detachment

Enhancements:

  • Lightning: Unit may make an ingress move in your 1st move phase
  • Ferocity: Once per phase, duplicate -1 CP cost intervention 

Stratagems:

  • Vigil: Attacks are -1 damage
  • Unleash: Your command phase, terminator unit of 2+ models split into units of 1
  • Fury: +2 to charge for terminator unit that made an ingress move this turn

Might Detachment

Detachment Abilities:

  • Below Starting STR: Re-roll hits of 1 (x6)
  • Below Half Strength: Re-roll hits & wounds of 1 (x6)

Upgrades:

  • Memento: +1 Melee attacks, STR & DMG 
  • Uplink: 5+ FNP

Stratagems:

  • Honoured: Re-roll hits of 1 within 6”
  • Unceasing: Advance & charge. Ranged gains assault
  • Unstoppable: Dreadnought gains mobile

Assault Force Detachment

Upgrades:

  • Deployment: Disembarking units may re-roll charges & cannot be by snap shots (x3)
  • Mobility: Unit may fall back & shoot (x3)

Stratagems:

  • Victory: Objective secured (x3)
  • Stabilisers: Grav unit gains assault
  • Inevitable: Grav unit can ignore MOS to BS & hit

Null Detachment

Enhancements:

  • Oblivion: Unit gains +1 to hit . Also +1 to wound vs battle shocked & psyker units
  • Eye: Your move phase, a visible unit within 12” tests for battle shock with -1 to the roll

Stratagems:

  • Anathema: Vigilator unit gains sustained hits 1
  • Anathema: Vigilator unit gains lethal hits
  • Volley: Unit targeted by a prosecutor unit becomes prosecuted
  • Prosecuted: +1 AP vs unit
  • Purgation: Witchseeker unit gains +1 torrent attacks, or +2 vs a battle shocked or psyker unit

 

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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