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 Available: End of any turn, if not in melee can enter reserves and gains deep strike. Must ingress in your next move phase 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 Thunder-stomp: 8 Armoured feet attacks or 12 titanic, also+1 AP Full Tilt: +2” to move & advance Retribution: Ranged gains Lethal Hits 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.