Don’t miss out before our summer break — order by midnight Sunday 30th August for dispatch before we go. Orders placed after this date will ship from late September.
Don’t miss out before our summer break — order by midnight Sunday 30th August for dispatch before we go. Orders placed after this date will ship from late September.
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MEGA BUNDLE - Alien Hives - 11th ed Grimdark Token Set
MEGA BUNDLE - Alien Hives - 11th ed Grimdark Token Set
MEGA BUNDLE - Alien Hives - 11th ed Grimdark Token Set
MEGA BUNDLE - Alien Hives - 11th ed Grimdark Token Set
MEGA BUNDLE - Alien Hives - 11th ed Grimdark Token Set
MEGA BUNDLE - Alien Hives - 11th ed Grimdark Token Set
MEGA BUNDLE - Alien Hives - 11th ed Grimdark Token Set
MEGA BUNDLE - Alien Hives - 11th ed Grimdark Token Set
MEGA BUNDLE - Alien Hives - 11th ed Grimdark Token Set
MEGA BUNDLE - Alien Hives - 11th ed Grimdark Token Set
MEGA BUNDLE - Alien Hives - 11th ed Grimdark Token Set
MEGA BUNDLE - Alien Hives - 11th ed Grimdark Token Set
MEGA BUNDLE - Alien Hives - 11th ed Grimdark Token Set
Pro Painted Studios

MEGA BUNDLE - Alien Hives - 11th ed Grimdark Token Set

Regular price £114.99 £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 13 colours.

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

Unit Abilities

    • Purpose: Re-Roll Hits & Wound for Emissary vs Target
    • Purpose: Emissary gains 5+ FNP & OC 15 within range
    • Resilient Available: Reduce DMG of 1 attack to Zero
    • Shadow in the Warp Available
    • Hive Mind Available : -1CP cost stratagem available
    • Paroxysm: -1 Attacks
    • Malign Presence Available: Once per turn, -1 CP cost for a stratagem within 12”
    • Hypnotic Gaze: -1 to Hit
    • Disrupted: -2 Move, Advance & Charge (x2)
    • Burning: No Cover Benefit
    • Targeted: Re-Roll Hits of 1 vs Target
    • Instincts: Unit gains +1 toughness
    • Instincts: Unit gains +1 STR

    Subterranean Detachment

    Detachment Abilities:

    • 40mm Tunnel Marks (x6)

    Enhancements:

    • Strategy Available: Once per battle, 0CP rapid ingress (can be duplicated)
    • Tremor: Redeploy up to 3 units, which may enter reserves
    • Intellect: May deep strike in your 1st 2nd, or 3rd move phase
    • Prime: Bearer gains synapse and +1 STR & WS for melee

    Stratagems:

    • Adaptive: Unit gains synapse
    • Emergence: Unit gains sustained hits 1 & ignores cover
    • Swarming: Re-roll charges for units within 6”

    Invasion Detachment

    Detachment Abilities:

    • Adaptations Tracker

    Enhancements:

    • Adapted: Re-Roll Available this Turn
    • Lynchpin: 9” Synapse
    • Adaptive 5+ FNP
    • Adaptive 4+ FNP

    Stratagems:

    • Regeneration: 6+ FNP
    • Regeneration: 5+ FNP
    • Surge: Crit Hits on 5+ (x2)
    • Death Frenzy: 4+ Fight on Death
    • Sustained Hits 1 vs Infantry & Swarms (x2)
    • Lethal Hits vs Monsters & Vehicles (x2)
    • Crit Hits vs Characters Gain precision (x2)

    Synaptic Detachment

    Detachment Abilities:

    • Imperatives Tracker

    Enhancements:

    • Power: Psychic gains +1 Strength & AP
    • Disruption: Enemies cannot be set up within 12”. Once per battle, on turns 1 or 2, on 4+ stop enemy reserve arriving
    • Control: -1 Damage from Attacks
    • Dirgeheart: -1 Ld for enemies within 9”

    Stratagems:

    • Synaptic: Units within 9” are under Synapse
    • Will: Synapse Unit
    • Will: Re-Roll Hits & Wounds of 1 vs Target if within 6” of Will Unit
    • Reinforced: Reduce AP by 1
    • Imperative: 5+ Inv within Synapse Range
    • Imperative: +1 to Advance & Charge within Synapse Range
    • Imperative: +1 to Hit within Synapse Range
    • Instincts: Fall Back, Shoot & Charge

    Ambush Detachment

    Upgrades:

    • Encircling: Enemy move phase, may move D3+3 when an unit ends a move within 8” (x3)
    • Camouflage: Unit has -3” detection range (x3)

    Stratagems:

    • Predation: Unit gains +1 STR & AP vs hidden units
    • Hyper-sensory: Unit has +6” detection range

    Talons Detachment

    Upgrades:

    • Destabilising: Bearer’s ranged attacks gain anti-character 2+ (x3)
    • Prescience: Bearer gains a 4+ INV (x3)

    Stratagems:

    • Catalytic: Unit gains a 4+ FNP vs mortals
    • Lesser: Melee gains +2 STR
    • Tethered: -2” Move

    Warrior Onslaught

    Enhancements:

    • Elevated: Melee attacks can re-roll wounds and +1 AP
    • Ocular: Bearer’s melee attacks gain +1 to hit

    Stratagems:

    • Physiology: -1 to be Wounded if STR of an attack is higher than toughness
    • Synaptic: Objective secured (x3)
    • Parasitic: Attacks ignore cover

    Crusher Detachment

    Enhancements:

    • Ominous: +3 OC
    • Enraged: 3+ Fight on Death
    • Nodules: 5+ FNP vs Psychic Available
    • Nemesis: +1 to Wound vs Monsters & Vehicles

    Stratagems:

    • Rampaging: +1 to Hit
    • Roar: -1 to Hit
    • Roar: -1 to Hit & Wound
    • Swarm-Guided: Ignores Covers, Hit & BS Mods

    Unending Detachment

    Enhancements:

    • Relentless: Unit gains +2 Move
    • Camouflage: Benefit of Cover in Round 1 (x3)
    • Piercing: Unit gains +1 AP on Crit Wounds
    • Onslaught: +3” Pile-In or Consolidation

    Stratagems:

    • Teeming: -1 to be Hit
    • Swarming: Sustained Hits 1 & Crit Hits on 5+ if 15 or more models
    • Preservation: Counts as less than 5 models for Blast Weapons

    Assimilation Detachment

    Enhancements:

    • Regen: Unit can Regen Twice per Phase
    • Defence: -1CP Heroic Intervention within 6” of a Harvester & Fight First
    • Biophagic: Harvesters within 12” can regen within 9”
    • Biomorphology: Unit gains +1 Str
    • Biomorphology: Unit gains +1 Attacks for the Battle

    Stratagems:

    • Broodguard: +1 to Wound vs unit for the Battle (x3)
    • Tyrannoformed: Objective secured (x4)
    • Carapace: 5+ FNP, or 4+ within range of Objective
    • Secure: Gains Lethal Hits
    • Secure: Gains Lethal Hits & 5+ Crit Hits

    Vanguard Detachment

    Enhancements:

    • Hunting: Reserves test for Battle Shock on a 2+ when Set up
    • Chameleonic: Unit gains stealth
    • Stalker: +1 to Hit & Wound vs Unit
    • Neuro-node: May redeploy 3 vanguard units, which may enter reserves

    Stratagems:

    • Surprise: +1 to Hit vs Unit
    • Surprise: +1 to Hit & Wound vs Unit
    • Assassin: Gains Precision
    • Unseen: Cannot be targeted unless within 18”
    • Unseen: Cannot be targeted unless within 6”

    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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