MEGA BUNDLE - Space Orcs - 11th ed Grimdark Token Set
MEGA BUNDLE - Space Orcs - 11th ed Grimdark Token Set
MEGA BUNDLE - Space Orcs - 11th ed Grimdark Token Set
MEGA BUNDLE - Space Orcs - 11th ed Grimdark Token Set
MEGA BUNDLE - Space Orcs - 11th ed Grimdark Token Set
MEGA BUNDLE - Space Orcs - 11th ed Grimdark Token Set
MEGA BUNDLE - Space Orcs - 11th ed Grimdark Token Set
MEGA BUNDLE - Space Orcs - 11th ed Grimdark Token Set
MEGA BUNDLE - Space Orcs - 11th ed Grimdark Token Set
MEGA BUNDLE - Space Orcs - 11th ed Grimdark Token Set
MEGA BUNDLE - Space Orcs - 11th ed Grimdark Token Set
MEGA BUNDLE - Space Orcs - 11th ed Grimdark Token Set
MEGA BUNDLE - Space Orcs - 11th ed Grimdark Token Set
MEGA BUNDLE - Space Orcs - 11th ed Grimdark Token Set
MEGA BUNDLE - Space Orcs - 11th ed Grimdark Token Set
MEGA BUNDLE - Space Orcs - 11th ed Grimdark Token Set
MEGA BUNDLE - Space Orcs - 11th ed Grimdark Token Set
MEGA BUNDLE - Space Orcs - 11th ed Grimdark Token Set
MEGA BUNDLE - Space Orcs - 11th ed Grimdark Token Set
Pro Painted Studios

MEGA BUNDLE - Space Orcs - 11th ed Grimdark Token Set

Regular price £139.99 £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 Space Orc detachment tokens sets with over a 15% discount!

Unit Abilities

    • Riled up (x10)
    • Clever: Unit gains +1 to hit
    • Turbo: Advance/fall back & charge
    • Jet: If unengaged, when moving may make a pulse jet move
    • Warpath: Unit may re-roll wounds of 1 & gain psychic
    • Warpath: Unit gains lethal hits & psychic
    • Scavengers: Objective Secured (x5)
    • Found: Unit has +3” detection range
    • Wobbled: Enemies gain benefits of cover vs attacks
    • Zapped: -1 LD
    • Smashed: -2” Move
    • Grounded: Cannot take to the skies
    • Busted: Freaks gain lethal hits vs unit
    • From Above: +1 to hit
    • Covered: -1 to Hit
    • Drive-by: Cannot use overwatch
    • Beastscent: +1 to wound vs monsters/vehicles
    • Burna: Cannot be hidden, attacks vs unit gain ignores cover

    Horde Detachment

    Enhancements:

    • Kill-Chopper: Brearer gains +1 AP when charging
    • Da Boss Available: Your move phase, unit may become riled up
    • Kunnin’: Unit can fall back shoot and/or  charge
    • Follow Me: Unit gains +2” move

    Stratagems:

    • Breakin’: When a unit would become battle-shocked, instead suffer D3 mortals
    • Hit ‘Em: Unit’s melee attacks gain lethal hits
    • Never Beaten: 4+ Fight on death
    • Mow ‘Em: Charging vehicle gains cleave 1, or +1 cleave
    • Fungus-Fuel: Mounted/vehicle unit gains +2” move
    • Close-Range: Unit gains rapid fire 1, or +1 rapid fire

    Tide Detachment

    Detachment Abilities:

    • Brutality Charge: Lethal hits vs non-monster & vehicles (x5)

    Enhancements:

    • Show-off: Bearer gains +1 attacks, or +2 attacks if unit has 11+ models

    Upgrades:

    • ‘Ardboyz: Unit gains a 4+ INV (x3)

    Stratagems:

    • Carnage: Unit gains +1 attacks
    • Mob: Your command, battle shock step, a unit that is visible to a 13+ strong unit passes battle shock
    • ‘Ere We Go: Beast-snagger boys or boys gain +2 to advance

    Bully Detachment

    Enhancements:

    • Teleporter: Unit gains deep strike

    Upgrades:

    • Kickers: Enemies falling back must treat as desperate, -1 to roll if unit is riled up (x3)

    Stratagems:

    • Too Arrogant: 4+ Fight on death, +1 to roll if riled up
    • Armed: Unit may re-roll hits of 1
    • Armed, Riled Up: Unit may re-roll all hits
    • Hulking: -1 to be wounded if STR of an attack is greater than toughness
    • Hulking: -1 to be wounded

    Swarm Detachment

    Upgrades:

    • Sneaky: Unit has -3” detection range (x3)
    • Minefield: Unit gains scouts 6” (x3)

    Stratagems:

    • Infested: Destroyed grot unit is added to your army, in reserves
    • Scarper! When an enemy finishes a move within 8”, may move D6”, or 6” if attached
    • Shields: Grot unit within 3” of an orc infantry unit suffers 1 mortal for each hit

    Brigade Detachment

    Enhancements:

    • Kill: Bearer gains infiltrate & stealth while attached

    Upgrades:

    • Throat-Slitters: Unit’s melee gain lethal hits vs non-monsters & vehicles (x3) 

    Stratagems:

    • Restraint: Objective secured (x5)
    • On the Mission: Advance/fall back & still complete action
    • Backs are Turned: Unengaged boys, commando or stormboys unit can move D6”

    Wreckers Detachment

    Enhancements:

    • Hat: Redeploy up to 3 orc infantry units, which may enter reserves

    Upgrades:

    • Dakka: Snazzy-guns gain rapid fire 1 (x3)

    Stratagems:

    • Bustin: Firing deck gains +1 to hit
    • Grab It: Unengaged breaker-boys, flash gits, tankbusters moves 6” after shooting but must end in range of objective. Cannot charge
    • Gun-crazy: Return fire with a flash gits or tankbusters unit after they have been shot

    Big Hunt Detachment

    Enhancements:

    • Glory: Unit gains fall back & charge
      Da Drops: Unit gains +1 toughness

    Stratagems:

    • Where You Going? Treat fall back from a beast-snaggers as desperate. If a vehicle/monster roll +3 dice for each snagger unit. -1 to rolls if battle shocked
    • Goaded: Unengaged beast-snagger unit that suffers a wound from shooting can surge D6”. Re-roll is riled up
    • Instinctive: End of enemy fight phase, unengaged beast-snagger unit may enter reserves

    Madcap Detachment

    Enhancements:

    • Mastermind: Unit is riled up

    Upgrades:

    • Temperamental: Roll a D6 when shooting. 1= Torrent but bearer is slain. 2-5= +1 attack, 6= sustained hits 2 (x3)
    • Enhanced: One unit hit by shooting becomes infested (x3)
    • Infested: -1 LD (x3)

    Stratagems:

    • Vindicative: Unit gains lethal hits
    • Vindicative: Unit gains sustained hits 1
    • Vindicative: Unit gains lethal hits, sustained his 1 & hazardous

    Dread Detachment

    Enhancements:

    • Booster: Bearer gains +2” move
    • Herder: Lone OP within 3” of orc walker. Your shoot phase pick an orc walker within 3” to re-roll hits of 1
    • Herded: Re-roll Hits of 1

    Stratagems:

    • Rampage: 4+ Fight on death
    • Power: Orc Walker becomes riled up
    • Juggernaut: Orc Walker gains mobile

    Blitz Detachment

    Upgrades:

    • Targeting: While a Mek is embarked, ranged ignores cover and if riled up sustained Hits 1 (x3)
    • Boss: While a Warboss is embarked, wagon gains motivation & Huntin’ abilities (x3)

    Stratagems:

    • Keep It Running: Orc infantry unit that was eligible to fight may embark on a transport they are wholly within 6” of
    • Readied: Embarked unit can assault disembark
    • Impending: Charging Wagon caused a battle shock test to all engaged enemies with -1 to the roll

    Speed Detachment

    Upgrades:

    • Smoky: Units that are not fully visible due to models in this unit gain benefits of cover (x3)

    Enhancements

    • Competitive: Unit may re-roll charges

    Stratagems:

    • Delicious: Your move phase, orc infantry within 3” of chosen buggy heal 3 wounds
    • Dakka-Storm: Attacks gain sustained hits 1
    • Speediest: Unmodified hit rolls of 1-3 vs unit fail

    Flyboys Detachment

    Upgrades:

    • Fly-Boss: Unit gains character. When ending an ingress move, all aircraft/copters within 6” gain iled up (x3)
    • Impulsive: Unit may make an ingress move in your 1st move phase (x3)

    Stratagems:

    • Headbutt: Instead of rolling demise for an aircraft, pick an enemy within 12” and roll 8D6. Each 4+ = 1 mortal
    • Uncontrolled Bursts: Unit may re-roll hits vs flyers
    • Evasion: When an enemy finishes a move within 8” of an unengaged copter unit it may move D6”, or 6” if riled up

    Bosses Detachment

    Enhancements:

    • Surly Available: 2+ return to life unengaged & with 3 wounds
    • Brutal: Bearer’s melee attacks gain +1 DMG
    • Blitz-Boss: When embarked, transport gains +2” move & 5+ INV save
    • Killy: Unit may re-roll hits of 1
    • Thinking Cap Available: End of enemy move phase, unit may move D6”, re-roll if riled up
    • Thunderbuss Bearer

    Weirdband Detachment

    Detachment Ability:

    • Violence: Unit gains fights first (x3)

    Enhancements:

    • Krunch Bearer
    • ‘Eadbanger Bearer
    • Warp-Head: LVL 2 psyker, has demise D6, and may re-roll psychic tests

    Shoota Detachment

    Enhancements:

    • Super-Glowy: Bearer’s ranged gain anti-infantry 4+, DEV wounds & super-hazardous
    • Targeting: Unit’s non-torrent ranged attacks gain +3” range

    Stratagems:

    • Kustom: +1 to wound vs non-monster & vehicles
    • Glowin’: Unit gains +1AP vs targets within 9”
    • Never Enough: Unit gains sustained hits 1

    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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