MEGA BUNDLE - Loyalist Knights - 11th Edition Token Set
MEGA BUNDLE - Loyalist Knights - 11th Edition Token Set
Pro Painted Studios

MEGA BUNDLE - Loyalist Knights - 11th Edition Token Set

Regular price £129.99 £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 Loyalist Knights detachment tokens sets (and tracker) with over a 15% discount!

Unit Abilities

    • Paladin Bondsman: All attacks gain lethal hits & melee gains lance (x2)
    • Errant Bondsman: Re-roll advances & ranged attacks gain assault (x2)
    • Gallant Bondsman: Re-roll charges & hits in melee (x2)
    • Warden Bondsman: All attacks gain sustained hits 1 & ranged attacks gain ignores cover (x2)
    • Crusader Bondsman: Ranged weapons gain +1 to hit (x2)
    • Salvoes: Remained stationary & gained sustained hits 1 (x2)
    • Defender Bondsman: Attacks are -1 DMG vs unit (x2)
    • Mentor Bondsman: Re-roll wounds vs Quarry
    • Quarry: Re-roll wounds vs unit
    • Legendary available: 0CP duplicate stratagem available this turn
    • Chainbreaker available: Remove battle shock from a unit within 12”
    • Suppressed: -1 to hit (x3)
    • Glory Charge: +1 strike attacks & +2 sweep attacks (X2)
    • Bastion: Remained stationary & gained lethal hits
    • Searing: No benefit of cover
    • Grav-pinned: -2” to move & charge
    • Lancer Bond: Advance & charge (x2)
    • Castigator Bondsman: Ranged gains sustained hits 1 & +1 AP (x2)
    • Acheron Bondsman: Enemies in melee at start of fight phase test for battle shock with -1 to the roll
    • Atrapos Bondsman: Re-roll hits & wounds vs titanic & towering units (x2)
    • Magaera Bondsman: Ranged gains +1 STR & AP vs closest eligible target (x2)
    • Styrix Bondsman: After shooting or fighting pick a unit to test for battle shock with -1 (x2)

    Spearhead Detachment

    Enhancements

    • Pride: Bonded Armigers re-roll hits of 1 when 2 or more are bonded with bearer
    • Fables: Bonded Armigers gain precision when 2 or more are bonded with bearer
    • Heroism: Bonded Armigers ignore any/all MODS to hit & wound rolls in melee when 2 or more are bonded with bearer
    • Martial: 1 Bonded Armiger may use a 0CP counter-offensive stratagem when 2 or more are bonded with bearer
    • Bonded to pride bearer (x3)
    • Bonded to fables bearer (x3)
    • Bonded to heroism bearer (x3)
    • Bonded to martial bearer (x3)

    Stratagems

    • Courage: +1 to hit vs unit
    • Wisdom: +1 AP vs unit
    • Mentor: Fall back & shoot (x3)
    • Thin Ranks: Ranged gains rapid fire 1 (x3)
    • Duty: -1 AP vs unit

    Warden Detachment

    Detachment Abilities

    • Foundation Objectives (x2)

    Enhancements

    • Acquisitor: While the bearer is on your defensive line and no enemies are, add your OC to each bondsman
    • Purgation: Re-roll melee hits & wounds of 1 while on your defensive line
    • Halo: Ranged gains ignores cover while on your defensive line
    • Vengeful: 0CP tank shock available each turn

    Stratagems

    • Drive Out: 5+ crit hits vs enemies on your defensive line
    • Lance-breaker: -1 to be wounded if STR of attack is higher than toughness
    • Steadfast: Re-roll hits
    • Marshal: +3” Move (x2)
    • Bombardment: Ranged gains  sustained hits 2
    • Intimidation: When targeted by a charge, enemies must test for battle shock with -1 to the roll

    Free-blade Detachment

    Enhancements:

    • Guardian: Bearer gains deep strike. Once per battle, end of enemy turn & not in melee may be removed from the battle but must be placed in your next move phase 9” away from the enemy
    • Sanctuary: Bearer gains a 5+ INV
    • Justice: Melee weapons gain +1 to hit & +2 attacks
    • Eye: Bearer ranged attacks gain ignore cover

    Stratagems:

    • Exile: Re-roll hits & wounds of 1 if no friendly units within 9”
    • Point-blank: May target enemies in melee range (with no other friendlies) with blast weapons & ignore the hit modifier. However suffer 1 mortal for each hit roll of 1
    • Survivor: -1 to be wounded if STR of attack is higher than toughness

    Outriders Detachment

    Detachment Abilities:

    • Driven: Bonded & gains ignores cover (x4)

    Upgrades

    • Gyro-optimised: Unit gains mobile (x3)
    • Ancestral: Overwatch & heroic intervention is -1CP on this unit (x3)

    Stratagems:

    • Honoured: Shoot & complete an action

    Valour Detachment

    Detachment Abilities

    • Gallantry: Advanced: ranged gains Assault (x5)

    Enhancements

    • Chalice: End of your move phase, a visible knight within 12” heals D3, or 3 if
    • Honoured
    • Ion: End of your move phase, a visible knight within 12” to gain stealth
    • Ion: Gained stealth
    • Helm: Start of your shooting phase, a visible knight within 12” to gain ignores cover
    • Helm: Ranged gains ignores cover
    • Sigil: : Start of your charge phase, a visible knight within 12” may re-roll charges
    • Sigil: May re-roll charges

    Stratagems

    • Run Through: Gained Lance (x3)
    • Thunder-stomp: 8 Armoured feet attacks or 12 titanic, also+1 AP
    • Full Tilt: +2” to move & advance (x3)
    • Retribution: Ranged gains Lethal Hits (x3)
    • Rotate Shields: 4+ INV save

    Companions Detachment

    Enhancements

    • Herald: May expend after charging, each enemy in melee range tests for battle shock with -1 to the roll
    • Divination: May expend when shooting, re-roll hits vs flyers
    • Pennant: May expend when fighting, melee gains sustained hits 2
    • Condemnation: May expend after fighting & slaying an enemy unit. Pick an enemy not in melee & within 12”. Roll 6x D6, each 4+ = 1 mortal
    • Enhancement Expended (x4)

    Stratagems

    • Courageous: 6+ FNP
    • Duel: +1 to hit & wound vs monster, walker & titanic units
    • Hero: Objective secured with OC 5
    • Unstoppable: Fall back, shoot & charge
    • Driven: Advance & charge

    Forgepact Detachment

    Enhancements:

    • Magos: Pledge ability heals +2 wounds
    • Opus Machina: Admech units within 6” gain +1 WS & AP

    Stratagems:

    • Grace: 5+ FNP vs mortals
    • Marked: Admech units re-roll wounds vs unit
    • Shadows: Advanced/fall back & can still complete an action

    Foebreakers Detachment

    Enhancements:

    • Blessed: Bearer gains +1 toughness
    • Auto-loaders: Bearer can re-roll the dice for number of weapon attacks

    Stratagems:

    • Firestorm: Blast weapons lose blast and gain +1 attacks

    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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