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Our Tokens are the perfect solution to keep track of key abilities during your 10th edition games.
This set can be purchased as a Complete Bundle at a discount with every token, or as smaller sets specific to the different detachments and/or a core set for unit abilities from the codex.
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.
Purchase the Compete Set to save over 20% compared to buying all the individual detachments!
The Complete Set includes all of the tokens below (Please note that not all duplicate tokens are pictured)
Core Set
- Genius Available: 0CP Strat within 12” for a regiment once per Battle Round (can be duplicated)
- 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 Controlled (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) (updated as per balance dataslate)
- 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)
Detachments
Combined
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
Siege
- Shaken: -2 to Move & Charge (x4) (updated as per balance dataslate)
- 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)
Mechanised
- 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 withing range of an objective
Hammer
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
Recon
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: -2 to charge rolls when targeted
Bridgehead
- Purge: Ranged attack gain +1 to wound (x5)
Enhancements
- Bombast Vox: If the bearer’s unit contains a master vox,they can issue 3 different orders
- Beacon: Bearer’s unit can be set up from deep trike in turns 1- 3 regardless of mission
- Shroud: Unit cannot be targeted by Overwatch
- Augury: Can redeploy 3 regiments which may go into reserves
Stratagems
- Hot: +1 STR & AP for Hot-Shot weapons
- Designators: Unit loses benefit of cover
The photo is the finished product and has been designed to be as clear as possible. No clean-up such as removing plastic backing or painting the engraved parts of the tokens is required.