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 Android Dynasties detachment tokens sets with over a 15% discount! Unit Abilities Storm Available Stars Available Stars: Triple attacks & STR. Successful wounds are crits Despair Available: Force battle shock within 18” Collector: Objective secured Logic Available: Remove battle shock Relay: No benefit of cover Pinned: -2” to move & charge Obelisk: Enemies cannot be set up within 12” Prophet: Re-roll wounds of 1 Pulse: -2 to Move, charge & advance. Suffer D3 when moving on a 4+ Voice of the Triarch tracker Energy manipulator range dial: Battleline within range +1 AP and reduce AP by 1 Awakened Detachment Enhancements: Veil: Teleport available Casket: Unit gains stealth Subjugator: +1 to Hit for non-character units within 6” Dermal bond: 4+ FNP Stratagems: Void: +1 Strength also +1 AP if led by a character Tyrant: Re-roll hits of 1 if target is within half range. Or re-roll all hits of led by a character Storm: Weapons gain assault. Re-roll advances if led by a character Armoury Detachment Enhancements: Optimiser: When unit shoots after being set up by an eternity gate, it gains lethal hits & sustained hits 1 Mortality: Enemy units below starting STR within 8” also test for battle shock in their command phase Stratagems: Quantum-weave: Reduce AP by 1 Pulse: +3” detection range Cosmic: Tesla weapons gain +1 AP Annihilation Detachment Enhancements: Madness: Unit gains 4+ fight on death Superiority: Units CRIT wounds are +1 AP Reaper: 3+ Stop enemy fallbacknightmare: Start of fight phase enemies in engagement must take a battle shock test Stratagems: Masks: -1 to be Hit Frailty: +1 to Hit vs units below starting STR & +1 to wound if below half Hunters: 6” Pile-in or consolidation Conclave Detachment Enhancements: Sanctum: Unit gains infiltrate Fulcrum: Unit re-roll wounds of 1 while wholly within matrix Autodivinator: 2+ Gain 1 CP when opponent gains 1 from an ability Tesla weave: Once per phase when selected as a charge target roll a D6. 2-5 = D3 mortals 6= 3 mortals Stratagems: Curse: +1 to hit & wound vs unit (x2) Eradication: Unit gains devastating wounds Pulse objective: Weapons gain ignores cover vs units in range Shift: Can only be targeted within 18” Cursed Detachment Enhancements Ankh: Bearer gains destroyer & +2 melee attacks. Unit gains +2” move Murder-mind: Bearer gains destroyer & +3” move Mark: Unit gains +1 to hit Circlet: Unit may make a D6 surge move when any models in the unit are slain Stratagems Methodical: Unit gains Sustained hits 1 Image: -1 to be hit Driven: Advance, shoot and/or charge Madness: +2” to charge vs enemies already in melee Pantheon Detachment Detachment Abilities: Distortion: Unravelling within 9” (x3) Enhancements Matrix: +1 enemy CP cost within 12” Goad: Bearer gains Advance & charge Damper: Start of enemy shooting phase, pick a visible vehicle to take a LD test. Vehicle is -1 to hit but also -1 to wound if test is failed Damper: -1 to hit Damper (Failed LD test): -1 to hit & wound Tether: Bearer may be set up within 6” but cannot charge if any enemies are within 9” Stratagems Aura Targeting: Re-roll hits of 1. Also re-roll wounds of 1 vs unravelling units Chrono-distortion: 4+ Fight on death. +1 to roll if attackers are unravelling Hand Detachment Upgrades: Sentinels: Unit gains 5” scout (x3) Dominion: Ranged attacks gain rapid fire 1 (x3) Stratagems: Dominance: Unit gains +1 OC Will: Objective Secured (x5) Hypercrypt Detachment Enhancements: Overseer: +1 Units in reserves Tyrant: Unit re-rolls hits of 1 or all hits if set up this turn Transfer Node: +6” Move instead of advancing Fulcrum: Unit gains deepstrike Stratagems: Deflection: Vehicle gains 4+ INV save Damping: Weapons gain hazardous Phalanx Detachment Detachment Abilities: Worthy Foes: +1 to wound vs target with noble, lych & triarch units Enhancements: Honourable: Enemy loses 1 CP when bearers unit slays a character Unflinching: Models melee gains precision & anti-infantry 5+ Noble: Unit is -1 to be hit Conqueror: Unit re-roll hits vs targets within range of an objective Stratagems: Time is Nigh: Enemy army is -1 to LD & Battle Shock Tests Artifice: 5+ CRIT Hits Nanoassembly: Reduce DMG of attacks by 1 Sentinels: 4+ Fight on death No Rival: Unit gains precision Territorial: Models gain +1 OC or +3 for vehicles Skyshroud Detachment Detachment Abilities: Trans-dimensional: Made an ingress move and gains +1 to hit (x3) Upgrades: Recursive: +1 to Reanimation rolls (x3) Madness: Ranged attacks gain assault Stratagems: Omni-locked: Fall back & shoot Evasive: -1 to Wound if STR is higher than toughness Starshatter Detachment Enhancements: Majesty: Non monster/titanic units within 6” re-roll hits & wounds of 1 Nebuloscope: Unit gains Ignores Cover Demanding: In your move phase pick a vehicle or mounted unit within 6” to gain fall back & shoot Demanding: Fall back & shoot Chrono-Fields: In your command phase pick a vehicle or mounted unit within 6” to be -1 DMG from attacks Chrono-Fields: -1 DMG from Attacks Stratagems: Reclamation: +1 to wound vs targets within range of an objective Unyielding: -1 to be wounded if STR is higher than Toughness Pro Painted Studios products are not affiliated with or endorsed by Games Workshop Limited.