MEGA BUNDLE - Battle Brothers - Token Set
Our Tokens are the perfect solution to keep track of key abilities during your games. Made from high-quality materials, these tokens are durable and easy to use. Say goodbye to mes sy 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 Battle Brother tokens (codex divergent sets are not included) with over a 15% discount for in excess of 250 tokens! Unit Abilities Oath: Re-roll all hits & +1 to wound vs target Finest Hour: +3 Attacks & devastating wounds Battle Rites: Duplicate -1CP cost Stratagem Available this round Wrath Charge: Gain +1 Strength Vanguard Charge: Gain lethal hits Blessed: +1 to Hit Vengeance: 7 Axe attacks Objective control of 9 Heroism: +1 Attacks Fury – Extra Attacks Dial Blade Guard: -1 to be Hit Blade Guard: +1 to Hit Suppressed: -1 to Hit +1 To hit vs target +1 AP vs Target +1 to Wound vs Target No Benefit of Cover Priority Objective Objective Secured (x5) Bastion Detachment Detachment Abilities: Scanned: Re-roll hits of 1 vs unit (x5) Enhancements: Eye: Bearer’s Ranged & battleline models in unit gain precision Hero: Unit gains battleline Valour: Bearer’s melee & battleline models in unit gain +1 AP Bombast: 4+ gain 1 CP when targeting unit with a stratagem, +1 to roll if battleline Stratagems: Discipline: Re-roll hits of 1. If target is scanned also re-roll wounds of 1 Pinned: -2” to move & charge Vengeance: Unit gains lethal hits v s scanned units or if battleline Vengeance: Unit gains sustained hits 1 vs scanned units or if battleline Suppressed: -1 to hit Defiant: -1 to be wounded if STR is higher than toughness Heresy: Advanced or fell back, shoot and/or charge but must target scanned units Hammer Detachment Abilities: Oath: Re-roll hits & wounds of 1 Enhancements: Spiritus: Bearer gains +1 Melee attacks Once per battle, any phase, unit also gains +1 attacks Roar: Enemy non-monster & vehicle units have 1 model slain when they fail battle shock within 6” Once per game, D3 models slain Laurel: Bearer gains +1 OC Once per battle, any phase, other models also gain +1 OC Font: While leading a unit, return 1 slain model in your command phase Stratagems: Contempt: Reduce AP by 1 Ruthless: +1 to Hit. If below starting STR, also +1 to wound Dominator: Objective secured (x5) Ferocity: Unit gains Lethal Hits Ferocity: Unit gains Sustained Hits 1 Fortitude: Attacks are -1 DMG vs unit Vanguard Enhancements: Driven Deep: Unit gains infiltrate Ghostweave: Bearer gains stealth & lone operator Execute: Unit can shoot then Move 6” but cannot charge Shadow War: Once per turn, +1 CP cost for an enemy STRAT within 12” Stratagems: Contempt: Reduce AP by 1 Sabotaged Objective (x2) Surgical: Unit gains precision Strike: +1 BS & AP vs targets over 12”. Enemy tests for battle shock if any models slain Spearpoint Enhancements: Paragon: Bearer’s melee gains +1 ST & AP. Or +2 if charging Wisdom: Unit may re-roll advances Eye: Units ranged gain sustained hits 1 & ignores cover Huntmaster: Treats turn as 1 higher while in reserves Stratagems: Contempt: Reduce AP by 1 Mobile: Fall back/advance & charge Spear and Sabre: Unit gains lance Spear and Sabre: Unit gains lethal hits Spear and Sabre: Mounted unit gains lance & lethal hits Evasive: -1 to be hit & wounded Talons Enhancements: Shroud: Unit gains infiltrate Once per turn, +1 CP cost for an enemy STRAT within 12” Raptor: Bearer gains stealth & lone OP Instincts: Treats turn as 1 higher while in reserves Stratagems: Contempt: Reduce AP by 1 Lay low: Unit gains precision Feint: Fall back, shoot & charge. Phobos & scouts may also advance Fusillade: +1 BS & AP vs targets over 12”. Enemy test for battle shock if any models slain Subversion Detachment Abilities: Detected: +3" Detection range (x5) Enhancement: Shroud: Bearer gains Stealth & Lone OP Upgrades: Death: +1 to Hit vs Hidden units (x3) Stratagems: Adaptive: Phobos/scout unit can perform action & shoot Cloaked: Phobos/scout unit has -3” detection range Stormlance Enhancements: Fury: Bearers melee gains +1 AP & STR or +2 if charging Portents: Unit can re-roll advances Feinting: Unit gains fall back & shoot Instincts: Treats turn as 1 higher when in reserves Stratagems: Contempt: Reduce AP by 1 Fusillade: Unit gains assault, or sustained Hits 1 if already assault Shock: Unit gains lance Ride Hard: -1 to be hit & wounded Libarius Detachment Abilities: Disciplines Tracker Enhancements: Prescience: Once per turn may move D6 when an enemy finishes a move within 8”. Move 6” if divination active Celerity: Advance & charge. Can also fall back & charge if biomancy active Obfuscation: Unit cannot be snap shot. -3” detection if telepathy active Fusillade: Ranged gains lethal hits . Also sustained hits 1 if pyromancy active, or +6” if telekinesis active Ironstorm Enhancements: Augury: Your command phase a vehicle within 6” gains lethal hits Augury: Lethal hits Flesh is Weak: Bearer gains a 4+ FNP Adept Available: Change damage of 1 attack vs a vehicle within 6” to zero Machine War: Your command phase pick a vehicle within 6” which can still shoot even if they Fell Back or Advanced Machine War: Fall back or advance & shoot Stratagems: Contempt: Reduce AP by 1 Conviction: Ignore any or all MODS to characteristics and rolls (excluding saves) Weakness: Gain Sustained Hits 1 vs units below starting strength. Vehicles also gain Crit hits on 5+ Fury: +1 to Move, toughness, LD, OC & +1 to Hit Headhunter Enhancements: Redoubtable: Bearer gains 5+ INV and heals 1 at end of your command phase Gunnery: Once per phase, re-roll 1 hit, wound, and damage roll Firestorm: Bearer’s ranged weapons gain sustained hits 1 Tank Ace: Your shooting phase, ranged weapons on vehicles within 6” gain assault Stratagems: Contempt: Reduce AP by 1 Weak point: +1 AP vs vehicles & monsters Kill Shot: Re-roll wounds of 1 vs vehicles & monsters. Re-roll all wounds if target is below starting STR Rapid: Fall back & shoot Gladius Detachment Abilities: Doctrine Tracker Enhancements: Artificer: Bearer gains a 2+ save & 5+ FNP Vehement: Bearer gains +1 attack & STR or 2 under Assault Adept: Can elect to be under tactical doctrine Discipline: Unit gains sustained hits 1 & 5+ Crit hits under Dev Stratagems: Duty's End: Fight on death Contempt: Reduce AP by 1 Honour: Unit gains lance. Also +1 AP under assault doctrine Devastator doctrine active Tactical doctrine active (x2) Assault doctrine active Storm of Fire: Ignore cover & +1 AP under dev doctrine Fulgurius Upgrades: Weapon Spirits: Re-roll damage & number of attacks (x3) Cogitator Core: Ranged weapons ignore cover (x3) Firestorm Enhancements: Champion: Unit can ignore any /all MODS to characteristics & rolls (excluding saves) War-Tempered: Bearer gains+3 STR in melee Forged Available: Once per turn, change 1 hit or save to a 6 Mantle: -1 Damage vs bearer. If melta or torrent change damage to 1 Stratagems: Contempt: Reduce AP by 1 Crucible: +1 to Wound vs closest target within 6” Immolation: Torrent weapons gain devastating wounds Onslaught: +1 to Hit vs closest unit within 12” & any kill causes a battle shock test Anvil Enhancements: Indomitable: 2+ Return to life Fleet Commander Available Fleet Commander - Target tokens (x2) Defender: Unit gains 6+ FNP within range of an objective & only half OC when battle shocked Architect: Units ranged attacks gain ignores cover Stratagems: Contempt: Reduce AP by 1 Not One Step Backwards: Double OC but must remain stationary No Threat: Re-Roll wounds vs monsters & vehicles Battle Drill: Unit gains sustained hits 1. Also gain 5+ Crit hits if stationary 1st Company Detachment Abilities: Extremis: Re-Roll all Hits & Wounds vs target Enhancements: Sword: Bearer gains+1 Attacks Once Per Game Unit also gains +1 Attacks Fear: Enemy non-monster & vehicle units have 1 model slain when they fail a battle shock within 6” Once per game D3 models Slain Rites: Bearer gains +1 OC Once per game: Unit also gains +1 OC Resolve: Bearer gains 5+ FNP Once Per Game unit gains 5+ FNP Stratagems: Contempt: Reduce AP by 1 Heroes: +1 to Hit. If below starting STR also +1 to wound Terrifying: Enemies within 6” must test for Battle Shock, -1 to test if below Half-Strength Objective Secured (x5) Fortitude: Reduce Damage by 1 Reclamation Enhancements: Seals: Unit gains a 5+ INV save Avatar: Enemies within 9” below starting-str test for battle shock in enemy command phase Scroll: Re-roll charges vs enemies within range of an objective Liberatum: Bearer can re-roll hits & wounds vs units in range of an objective Stratagems: Conquerors: Models gain +1OC Furious: +2 to charge & +1 attacks Fight: 4+ Fight on death Scions: Fall back, shoot and/or charge Destiny: Objective secured (x5) Orbital Enhancements: Laurels: Re-roll charges for unit when set up that turn Veteran: Unit gains scouts 6” Orbital Uplink: Redeploy 3 units, which may enter reserves Gunship Available: End of enemy fight phase & if not in melee, may enter reserves Stratagems: Suppressed: -1 to hit Decapitation: Unit gains precisions & +1 to hit vs character units Coordination: Lethal Hits vs units within 12” or if disembarked from a drop pod Coordination: Sustained hits 1 vs units within 12” or if disembarked from a drop pod Screen: Unit gains stealth & benefit of cover x2 Shield Detachment: Oath: Re-roll all hits, re-roll wounds of 1, and +1 to wound vs target )re-roll all wounds for Lysander unit) Enhancements: Champion: Bearer gains +1 melee attacks. Champion once per battle unit also gains +1 attacks Disciple: Bearer gains +1OC Discipline once per battle unit also gains +1 OC Indomitable: 2+ return to life with 3 wounds Standard: Attacks vs unit are -1 to wound if STR is higher than toughness Stratagems: Contempt: Reduce AP by 1 Fury: Unit gains +1 to hit. Also +1 to wound if below starting STR Vengeance: 3+ Fight on death Conquerors: Objective Secured (x5) Extermination: +1 AP & Ignores Cover Seekers Enhancements: Immolator: Unit gains +1 attacks for torrent weapons Artifice: Bearer gains +3 STR for melee Forged: Once per turn, unit may change 1 hit of save to a 6 Mantle: Attacks are -1 DMG vs bearer. Melta or Torrent are DMG 1 Stratagems: Contempt: Reduce AP by 1 Crucible: +1 to wound vs closest target within 6” Wrathful: Fall back & shoot Immolation: Torrent gains DEV wounds Blazing: -2 to charge Blade Enhancements: Armour: Bearer gains 2+ save & 5+ FNP Oath: Bearers melee gains +1 attacks & STR. +2 if under assault Student: Start of your command phase, unit may gain Tactical Doctrine Student: Tactical doctrine active Veteran: Unit gains sustained hits 1. May re-roll advances under DEV Stratagems: Contempt: Reduce AP by 1 Foresight: Attacks are -1 to wound if STR is higher than toughness Courage: Unit gains lance. Also +1 AP if under assault doctrine Adaptivity: Assault Doctrine Active Adaptivity: Tactical Doctrine Active Adaptivity: Devastator Doctrine Active Vigilance: Ranged gains Ignores cover. Also +1 AP if under DEV doctrine Sentinels Detachment Abilities: Entrenched (x10) Enhancements: Indefatigable: Once per battle, 2+ Return to life Omni-vox Tracker Data Link: Units ranged attacks ignore cover Defensive: Redeploy up to 3 units, which may enter reserves Stratagems: Contempt: Reduce AP by 1 Unyielding: Models gain +1OC Priority: Re-roll wounds vs characters, monsters & vehicles Stand: 4+ Fight on death, +1 to roll if entrenched Augmented: Unit gains sustained hits 1 Augmented: Unit gains lethal hits Augmented (Entrenched): Unit gains sustained hits 1 & lethal hits Vengeful Upgrades: Unleashed: Re-roll hits of 1 (x3) Enhancements: Avenging: When unit ends an ingress move, 1 enemy within 9” tests for battle shock with -1 Wielder of Orcs Bane Stratagems: Meteoric: +1 Strength Pro Painted Studios products are not affiliated with or endorsed by Games Workshop Limited.
More you might like
Related
MEGA BUNDLE - Dark Angelic Battle Brothers - 11th Edition To
Related
White Megaladon Clan Depressors | Battle Brothers | DakkaDak
Related
White Megaladon Clan Warrior Squad A | Battle Brothers | Dak
Related