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 Shadowspace Raiders detachment tokens sets with over a 15% discount! Unit Abilities Overlord Available: Remove battle shock within 12” Devious: -1 CP cost stratagem available this round Shadow-field Active Will: 5+ INV & OC3 within range of objective Stimm Available: Change the damage of 1 attack to zero Cruel: Objective secured (x5) Spectacle Available: Spectacle: 12 Blade attacks & 3 + INV Pinned: -2 to move & charge Mine Available Nowhere to hide: No benefit of cover Crossfire: +1 AP vs unit (x2) Supressed: -1 to hit (x2) Masters: Objective secured (x3) Warriors embarked: End of command phase & within range of an objective, it is controlled (x3) Witches embarked: Disembark wholly within 6” (x3) Wracks embarked: +1 Vehicle melee attacks (x3) Any unit embarked: re-roll advance & charge (x3) Spectacle Detachment Detachment Abilities Magnetic Combat Drugs Tracker Enhancements Pharma-cophex: Start of command phase roll for extra combat drugs for unit Adrenal Active: +1 melee attacks Hyper Active: +2” Move Serpent Active: +1 WS Pain Active: +1 Toughness Grave Active: +1 Strength Splinter Active: +1 LD & BS Chrono-shard Available: Once per battle gain fights first Periapt: Unit cannot be targeted by overwatch Curse: Bearer’s melee gains +1 AP & damage Stratagems Berserk: Fight on death Debut: Unit gains lethal hits Debut: Witch unit gains +1 AP & lethal hits Feigned: Fall back, shoot & charge Agility: Ignore any/all move, advance & charge MODS & move through models Acrobatic: Unit gains 5+ INV Raiders Detachment Enhancements Vitality: Unit is always empowered Cunning: Start of command your phase, either spend 1 pain point for 1 CP or roll a 4+ for 1 cp Spite: Bearer’s melee gains +1 attacks & AP. Spend 1 pain point for +2 instead Crucible Available: Once per battle, your shooting phase, each enemy within 12” tests for battle shock. If a pain point was spent-1 to the test. Psykers who fail suffer 3 mortals Stratagems Insensible: Attacks are -1 DMG vs unit Shadows: -1 to be hit Spite: +1 to hit vs units below half-STR (x2) Spite (Pain Spent): +1 to hit & wound vs units below half-STR (x2) Harvest: Unit gains lethal hits (x2) Eager: Add 6” move instead of rolling advance (x2) Coterie Detachment Enhancements Regenesist: Flesh-craft returns D3+3 models Nemesine: Bearer’s melee gains anti-beast 2+ & anti-monster 4+ Artisan: Bearer gains +1 wound & unit gains +1 toughness Repugnomancer: +3” to fear incarnate & gain 1 paint point when a friendly unit fails battle shock or is destroyed within 9” Stratagems Poisoned: Start of command phase on 4+ suffer D3 mortals (x5) Distillers: Unit gains DEV wounds vs battle shocked units Connoisseurs: Reduce AP by 1. If a coven unit & not destroyed this phase, gain 1 pain point Cartel Detachment Detachment Abilities Trophy Contract; character: Kabal & blades gain precision vs unit Fear Contract; infantry or mounted: Kabal & blades gain sustained hits 1 vs unit Strength Contract; monster or vehicle: Kabal & blades gain lethal hits vs unit Enhancements Plate: Bearer gains 3+ save & at the start of any command phase may spend 1 pain point to heal all DMG Webway: Unit gains deep strike & zero cp ingress Network: 3 Warrior or Hand units gain infiltrate Arrogance: Unit gains +1 LD & models gain +1 OC Stratagems Double-cross: No saves vs attacks but DMG is inflicted as mortals on target unit Double-cross target Taken: +1 to hit vs contract, if slain all enemies test for battle shock Toxins: 5+ crit hits vs contract Point: Unit gains +1 BS & AP Deceivers: Unit can only be targeted within 18” Wager Detachment Detachment Abilities: Wager Tracker Dark Eldar Losing: Re-Roll Hits & Wounds of 1 Harlequins Losing: Re-Roll Hits & Wounds of 1 Enhancements: Raider: Dedicated transport gets scout 9” if embarked Webway: Unit gains deep strike & when deep striking can re-roll charges if losing wager Cowl: Unit gains stealth & infiltrator Conductor: In your command phase if Dark Eldar are losing wager, gain 1 pain token & they are now winning. If Dark Eldar are winning, discard 1 pain token for Harlequins to be winning. Stratagems: Malicious: Unit gains Lethal Hits Malicious: Unit gains Sustained Hits 1 Fateful: 4+ fight on death, +1to roll if unit is losing wager Circus: -1 to be hit Odds: Advance, shoot & charge Tempo: Cannot be overwatched Torment Detachment Enhancements Experimenter: Unit is -1 to be wounded if STR of an attack is higher than toughness Upgrades Elixir: Unit gains 5+ INV (x3) Stratagems Salting: DEV wounds vs battle shocked enemies Urgent: Fall back and still perform action Agonists Detachment Enhancements Arrogance: Unit gains +1LD & OC Contempt: Unit gains precision Stratagems Victim: Re-roll hits & wounds of 1 vs characters Killers: Unit gains ignores cover Exhibition Detachment Enhancements Periapt: Unit cannot be targeted by snap shots Trafficker: Unit gains +1 toughness Stratagems Planned: Unit gains lethal hits Sculpting: Advance/fall back & still perform action Acrobatic: Unit gains 5+ INV Pro Painted Studios products are not affiliated with or endorsed by Games Workshop Limited.