MEGA BUNDLE - Armies of Mankind - 11th Edition Token Set
MEGA BUNDLE - Armies of Mankind - 11th Edition Token Set
Pro Painted Studios

MEGA BUNDLE - Armies of Mankind - 11th Edition Token Set

Regular price £149.99 £0.00
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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 Armies of Mankind detachment tokens sets (and orders) with over a 15% discount!

Orders

  • Move!: +3” Move (x5)
  • Bayonets: +1 Melee WS (x5)
  • Aim: +1 BS (x5)
  • First Rank, Fire : +1 Rapid Fire (x5)
  • Cover: +1 Save (no better than 3+) (x5)
  • Duty: Improve LD & 0C by 1 (x5)

Unit Abilities

    • Genius Available: -1CP cost strat within 12” for a regiment once per turn
    • Barrier: 4+ INV Save
    • Execution Available: Once per battle, start of any phase remove Battle Shock from an Infantry unit within 12” but slay 1 model
    • Elite Available: Start of any phase, once per Battle Round, gain 1 order in addition to any issued by an Officer
    • Objective Secured (x3)
    • Melta-Mine Available
    • Blessing: 4+ INV Save
    • Vengeance: 6 Axe Attacks
    • Recon: Re-Roll Hits of 1 vs unit 
    • Flush: No Benefit of Cover
    • Plating Available: Change DMG to 0
    • Withering: +1 AVP vs Unit
    • Shaken: -2 to Move & Charge (x3)
    • Suppressed: -1 to Hit
    • Deathstrike Marker
    • Hunter Killer Available (x3)
    • Support: Disembarking models re-roll Hits vs unit
    • Staggered: Models are -1 OC (minimum of 1)

    Abhuman Detachment

    Upgrades:

    • Sharp eyes: +6” Detection range when shooting (x3)
    • Exemplar: Bearer gains a 4+ FNP (x3)

    Stratagems:

    • Thick-Skulled: Reduce AP by 1
    • Low Profile: Shot but still hidden

    Armoured Detachment

    Orders:

    • Signal: Move D6” when an enemy ends a move or advance within 9” (x3)

    Enhancements:

    • Exemplary: When issuing an order to bearer’s own unit, pick 2 eligible platoon units within 3” to also gain that order
    • Master: End of enemy fight phase, unit may embark on a transport if not in melee & within 3”
    • Unguents: Armoured skirmisher units within 3” gain a 5+ FNP
    • Strategist: If bearer is on the battlefield (or embarked), may re-deploy 2 regiment or squadron units which may enter reserves

    Stratagems:

    • Advance: Re-roll advances (x3)
    • Firebase: Fall back or advance & shoot
    • Ordnance: Re-roll hits vs visible monsters & vehicles
    • Combined: Lost benefit of cover & armoured skirmishers gain +2 STR vs unit
    • Salvo: +1 to wound

    Bridgehead Detachment

    Army Abilities:

    • Purge: Ranged attack gain +1 to hit (x5)

    Enhancements:

    • Bombast Vox: If the bearer’s unit contains a master vox, they can issue orders to 3 different regiments
    • Beacon: Unit can make an ingress move in your 1st move phase

    Stratagems:

    • Hot: +1 STR & AP for Hot-Shot weapons when attacking within 12"
    • Designators: Unit loses benefit of cover

    Combined Detachment

    Enhancements:

    • Death Mask: When Bearer’s Unit is Battle Shocked only reduce OC by 1
    • Drill: Unit gains Crit Hits on 5+ if it remained stationary
    • Strategist: Can issue an additional Order
    • Reactive: May issue an order when an enemy is set up with 9”

    Stratagems:

    • Coordinated: Orders affecting one unit also affect the other unit. (x2)
    • Fields of Fire: +1 AP vs Target Enemy Unit (x2)
    • Fire Target
    • Protector: Infantry that are not fully visible due to this vehicle gain benefit of cover

    Designation Detachment

    Detachment Abilities:

    • Designated: +3” Detection range (x3)

    Upgrades:

    • Long-Range: Unit gains infiltrate (x3)
    • Recon:  Unit can make an ingress move in your 1st move phase (x3)

    Stratagems:

    • Close-range: Visible units within 6” have +3” detection range
    • Sump-Smog: Unit & other units not fully visible due to any of this units models, gain the benefit of cover

    Grizzled Detachment

    Enhancements:

    • Abhuman: May issue orders to & join ogre units
    • Eye: May issue weak spot order
    • Weak Spot: +1 AP vs enemies within 12” (x3)
    • Veteran: May issue shadows order
    • Shadows: Stealth vs ranged (x3)
    • Hailer: Bearer can issue orders within 12”

    Stratagems:

    • No Retreat! Objective secured (x5)
    • Sharpshooters: Attacks ignore cover
    • Purging: Unit gains lethal hits
    • Minute: +1 Ranged STR while under first rank order
    • Armour: Attacks vs unit are -1 AP

    Hammer Detachment

    Enhancements:

    • Calm: Once per turn can issue the same order to 2 squadrons
    • Indomitable: Bearer gains 6+ FNP
    • Banner: +3 Objective Control
    • Veteran Crew: Re-Roll range attack hits of 1

    Stratagems:

    • Final Hour: Unit may ignore any/all BS & Hit MODS but ranged weapons gain Hazardous (except one-shot)
    • Blazing: Advance & Shoot
    • Withdrawal: Fall Back & Shoot
    • Crash: Normal, Advance & Charge moves can be made horizontally through terrain
    • Cannonade: +1 AP vs enemies within 12”
    • Plating: -1 Damage from Attacks

    Mechanised Detachment

    Detachment Abilities:

    • Disembarked: +1 to Wound (x4)

    Enhancements:

    • Leadership: An objective you control with this unit (or embarked transport) gains objective secured
    • Leadership: Objective Controlled (x3)
    • Unguents: Start of the shooting phase give a non-aircraft/titanic transport within 3” re-roll hits
    • Unguents: Re-roll hits
    • Smoke: Unit gains benefit of cover & stealth within 3” of friendly transports
    • Vanguard: Unit can disembark from an advancing transport, it cannot charge but can otherwise act normally

    Stratagems:

    • Clear: Re-Roll Hits & Wounds vs enemies within range of an objective

    Recon Detachment

    Enhancements

    • Guerrilla: Redeploy 3 Infantry units which may go into reserves
    • Scare Gas Available: Once per battle, start of any phase, pick an enemy non-monster/vehicle unit within 8” to test for Battle Shock
    • Survival Gear: Bearer gains Scout 6”
    • Tripwires: Each time an enemy Infantry or  Mounted unit ends a normal, advance, or fall back move within 9”, on 4+ they suffer -1 to Hit
    • Stunned: -1 to Hit (x3)

    Stratagems

    • Crack Shots: Unit gains Precision
    • Scramble: Enemy units cannot be set up within 12”
    • Diversion:  Unit gains 6+ FNP & if they are the closest unit they are -1 to be Hit
    • Tangle-foot: -1 to Charge

    Siege Detachment

    Detachment Abilities:

    • Shaken: -2 to Move & Charge (x4)
    • Scattered: No Benefit of Cover (x4)
    • Smoke: Unit gains Stealth (x4)

    Enhancements:

    • Eager: While leading a Regiment unit it gains Scout
    • Flash Grenades: Unit cannot be targeted by overwatch
    • Sidearm: Bearer gains +2 Pistol attacks
    • Honours: When bearer’s unit is issued an order they also receive Take Cover!

    Stratagems:

    • Trench Fighters: 4+ Fight on Death. +2 to roll if a Regiment Model
    • Flare: Re-Roll Hits vs visible units within 12”
    • Sacrifice: Unit is not considered within melee range, however each time it suffers any wounds, on 4+ a model in your Platoon unit is slain
    • Fusillade: +1 Attacks while targeting enemies within half range
    • Minefield: Each time an enemy unit ends a charge within melee range, roll a dice for each model in the charging unit, each 5+ = 1 Mortal (Max 6)

    Steel Detachment

    Enhancements:

    • Commander: Gain voice of command & officer. Can issue 2 orders to titanic and squadron units
    • Killer: Re-roll damage  for ranged attacks
    • Speaker: Blessing ability also provides +3” move
    • Blessing: 4+ INV save & +3” move
    • Hatches: After a normal move, disembarking units may still charge
    • Hatches: Disembarked but may still charge

    Stratagems:

    • Wrath: +6 attacks & +2 AP vs targeted enemy
    • Shattering: Lost benefit of cover
    • Accuracy: Re-roll 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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