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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 over a 30% discount with every token, or as smaller sets specific to the different detachments and/or a core set for unit abilities from the new 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.
Core Set
- Fates Available: Change 1 hit, wound or DMG roll to 6 this phase (x2)
- Guide: +1 to Hit vs unit
- Misfortune: -1 to wound
- Command Available: -1 CP cost STRAT when targeted this round
- Hand Available: Once per battle, Twins gain DMG 3, anti-infantry 3+ & DEV Wounds
- Wind: Unmodified hits are Crit Hits
- Web: 5+ Crit Hits vs Unit
- Blaster Charge: Unit gains 5+ Crit Hits
- Storm-blades: Objective Secured (x2)
- Targeting: +1 AP vs Unit
- Snared: When making a normal, advance or fall back move, roll a D6 for each model, each 1 = 1 mortal
- Target: No Benefit of Cover
- Mark: Sustained Hits 1 for chosen Constructs vs Marked unit
- Marked Unit
- Support: Disembarked units re-roll wounds vs unit
- Pinned: -2 to Move & Charge (x3)
- Blitz Available
- Blitz: +2D6 Move & +3 Attacks
- Suppressed: -1 to Hit
- Doom: +1 to Wound vs Unit
- Raiders: Lethal Hits & Precision vs Unit
- Hero Dance: Re-Roll Hits of 1
- Villian Dance: Re-Roll Wounds of 1
- Trickster’s Dance: -1 to be Hit
- Fated Tracker Dial
Detachments
Warhost
Enhancements
- Gem: 2+ Return to Life with full wounds
- Strategist: +1 Focus token if on the battlefield or on a transport
- Foresight Available: 0CP Command re-roll on unit once per round
- Destroyer: +1 DMG for ranged psychic weapons
Stratagems
- Reactions: -1 to be Hit
- Feigned: Fall Back, Shoot & Charge
- Blitzing: Unit gains Sustained Hits 1 within 12”. If it already has this ability gain 5+ Crit Hits
Windrider
Enhancements
- First-drawn: Unit gains Scout 9”
- Mirage: -1 to hit unit
- Seer-sight: Bearer’s psychic weapons gain Anti-Monster & Vehicle 2+
- Echoes: Your command phase gain 1 CP on a 4+ if not in your deploy zone & 3+ if in enemy deploy zone
Stratagems
- Death: Unit gains re-roll wounds
- Wind: Fall Back or Advanced, Shoot & Charge
- Focused: Unit gains +1 AP
- Spiralling: Unit gains 4+ INV Save
Spirit
- Vengeful: Constructs gain +1 to hit & wound vs unit (x3)
Enhancements
- Light: In your command phase pick a Construct unit within 12”for models to gain +1 OC for Infantry or +3 if a Monster
- Light: Infantry models gain +1 OC
- Light: Monster gains +3 OC
- Stave: In your command phase pick a Construct unit within 12” to gain Crit Wounds have Precision
- Rune: : In your command phase pick a Construct unit within 12” to gain Benefit of Cover unless attacker is within 18”
- Duty: Once per turn, When an enemy unit finishes a normal, advance or fall back move within 9” you may move up to 6”
Stratagems
- Eye: Construct unit ignores all AP & DMG Mods vs target unit
- Eye Target
- Armour: -1 DMG from attacks
- Blades: Unit gains Sustained Hits 1
- Bridge: Unit considered within 12” of chosen Psyker for Guidance & Guide abilities
- Bridge Psyker
- Spirit: Objective Secured (x3)
Guardian
Enhancements
- Champion: Bearer gains OC 5
- Pathway: 2 Guardian units gain Infiltrate
- Protector: Unit gains OCP Overwatch once per round, which hits on 5+, or 4+ if bearer’s unit is in range of an objective you control
- Breath: Unit may re-roll number of flamer attacks & DMG for fusion guns
Stratagems
- Warding: Re-roll Wounds vs enemies in range of an objective
- Shield: -1 to be Wounded if within range of an objective
- Strike: Advance, Shoot & Charge
- Blades: Ranged attacks gains Pistol
Ghosts
Enhancements
- Coil: Pick an enemy unit in melee range after charging, roll a D6 for each friendly model in melee range, each 4+ = 1 Mortal (Max 6)
- Mask: Non-Monster & Vehicles units that Fall Back must treat roll as desperate & -1 to roll if Battle Shocked
- Jest: Bearer’s successful attack hits vs units below half-strength are Crit hits
- Mist-weave: Unit gains Infiltrator
Stratagems
- Fall: 4+ Fight on death
- Mocking: Fall Back, Shoot & Charge
Devoted
- Reprisal: Fights First
- Overlord: Re-Roll Wounds
- Mastermind Available: -1 CP cost STRAT when targeted available this round
- Empowered: Fights First
- Raiders: Objective Secured (x2)
Enhancements
- Gaze: Eldritch Storm gains Devastating wounds
- Storm: After bearer shoots, pick one enemy unit that was hit to test for Battle Shock
- Vigour: Bearer gains +2 melee weapon attacks
- Morbid: Bearer gains re-roll wounds in melee
Stratagems
- Dread: Objective Secured (x3)
- Resilience: -1 to be wounded
- Emissaries: Re-roll hits of 1, or all hits if below starting strength
- Veil: Fight on death
- Soul-sight: Unit gains Lethal Hits & Ignore Cover
Council
Enhancements
- Lucid: In your command phase +1 or -1 to a Fate Dice
- Warding: Unit gains 4+ FNP vs Mortals, Psychic attacks & Crit wounds caused by DEV wounds
- Stone: Bearer gains +12” to ranged Psychic weapons
- Torc: Once per turn +1 CP cost for an enemy stratagem used within 12”
Stratagems
- Forewarned: -1 to be Hit & wounded
- Fate: Unit Ignores Cover & Crit Wounds are +1 AP
- Shield: Can only be targeted within 18”
Aspect
Enhancements
- Murder: Bearer gains +1 melee damage & Precision
- Mantle: While leading an Aspect unit it can re-roll hits & wounds of 1
- Shimmer-stone: While leading an Aspect unit it is -1 to be wounded
- Savant: While leading an Aspect unit, models gain +1 OC
Stratagems
- Focus: Ignore any/all BS, WS, STR, AP, DMG & Hit Mods
- Final Breath: 4+ Fight on Death. 3+ if Aspect token removed
- Precision: Unit Ignores Cover
- Precision: Unit gains Lethal Hits
- Precision: Unit gains Sustained Hits 1
Armoured
Enhancements
- Guiding: Start of your shoot phase pick a vehicle within 9” to gain +1 to Hit
- Guided: +1 to Hit
- Matrix: In your command phase gain 1 CP on a 3+ If the bearer (even when embarked) is within rang of an objective you control
- Spirit Stone: Gain Lone Operative when within 3” of a friendly vehicle. In your command phase a vehicle within 3” regains D3 wounds
- Guileful: Can redeploy 3 vehicles & they may going into reserves
Stratagems
- Wards: 5+ FNP vs Mortals
- Swift: Transport advanced but units can disembark, act normally but cannot charge
- Vectored: Fall Back & Shoot
- Soul-sight: Unit can re-roll 1 hit, 1 wound & 1 DMG roll
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.
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