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 Silver Knight detachment tokens sets with over a 15% discount! Unit Abilities Strategist: -1CP cost Stratagem Available this round (x4) Might Available: Once per battle, start of fight phase, gain +3 attacks & STR (x2) Might: +3 attacks & STR (x2) Inspiring extra attack dial Blessing: +1 to hit Litanies Available: Once per battle, start of any phase, remove battle shock within 12” Sanctifying: Objective Controlled (x2) Attuned Charge: +1 DMG for paladins Guidance: +1 to hit unit (x2) Teleported: Cannot charge (x2) Pinned: -2 to move & charge Focus: Disembarking unit gains +1 AP vs unit for the turn Brotherhood Detachment Detachment Abilities Fury: Re-roll hits & wounds of 1 (x5) Enhancements Banishing: When deep striking roll a D6 for each enemy unit within 12”. 2-5 = 1 mortal, 6 = D3 mortals Blinding: After deep striking, cannot be the target of overwatch for the rest of the turn Purity: After deep striking, may re-roll charges Tome: While the bearer is in reserves or on the battlefield +1 unit for gate ability Stratagems Truesilver: Psychic weapons gain DEV wounds Purgation: Unit gains sustained Hits 1 Shining: Unit gains stealth Hallowed Detachment Enhancements Eye: Duplicate -1CP Overwatch or Intervention available this round Inescapable: When an enemy falls back from the bearer roll a D6. 2-5 = D3 mortals, 6 = D3+3 mortals. Damage counts as psychic Santic: Bearer gains +3 melee attacks Nemesis: Overwatch attacks from bearer’s unit hit on 5+ Stratagems Giants: +1 Melee attacks Unending: 4+ Fight on death Point-blank: Stom bolters gain pistol & twin-linked Resolve: -1 to be wounded If attack STR is higher than toughness Banishers Detachment Enhancements Hunt: Unit may re-roll hits of 1 for ranged Ephemeral: Start of your shooting phase, if not in melee, may move D6” but cannot then charge Sixty-Sixth: Unit gains +1 AP for ranged Pyre-soul: Start of your shooting phase, visible enemy unit within 24” suffers D3 mortals Stratagems Warding: 5+ FNP vs damage 1 attacks Bane: Ranged gains anti-chaos 4+ Circle: Enemies cannot be set up within 12” Sanctic Detachment Detachment Abilities Fist: Advanced & ranged gains assault (x5) Enhancements Driven: Bearer may pile in or consolidate 6” Quickening: Unit may re-roll charges after disembarking Exigence Available: Enemy shooting phase, if picked as a target may be removed & set up 8” away from the enemy. Spiritus: Unit may re-roll wounds for ranged after disembarking Stratagems Will: 4+ FNP vs mortals Targets: +1 to wound vs monsters & vehicles Redoubled: Fall back, shoot & charge Augur Detachment Enhancements Grimoire Available: Once per battle, start of fight phase, bearer gains +4 STR Grimoire: +4 STR Shield Available: Once per battle, start of battle round, unit gains +2 toughness for the round Shield: Unit gains +2 toughness for the round One Foot: When unit is set up it may move D6”, but may not charge Amulet: When unit is set up pick a visible enemy within 12” to test for battle shock with -1 Stratagems Aggressive: Re-roll Hits Appointed: 5+ Crit hits Forewarned: -1 to be hit Necessary: Fight on death if a D6 roll exceeds round number Warpbane Detachment Enhancements: Reliquary: Bearer gains +3 OC while not Battle Shocked Radiant: Bearer’s melee gains Precision. If wholly within hallowed ground successful wound rolls inflict 1 mortal in addition Abyss: Unit gains Stealth Paragon: Once per game at the start of any phase, pick a visible unit within 18” to be considered within hallowed ground for the phase Paragon: considered within hallowed ground for the phase Stratagems: Kill Zone: Re-Roll wounds of 1. Re-roll all Wounds if a Purifier unit Covenant: When an enemy unit finishes a normal, advance or fall back move within 6”, on 4+ they suffer D3 Mortals. +2 to roll if your unit is wholly within Hallowed Ground Aegis: 4+ INV save for models wholly within Hallowed Ground Repelling: -1 to charge rolls when targeted. -2 if wholly within Hallowed Ground Argent Detachment Enhancements Celerity: Unit gains +1 to charge Vigilance: Start of your shooting phase, visible unit within 12” has +6” detection range Vigilance: +6” Detection range Stratagems Truesilver: 4+ FNP vs mortals Threat ended: Unit gains precision Vengeance: Attacks vs unit gain hazardous Purgation Detachment Upgrades Precognicient: 5+ to Hit for snap shooting (x3) Boons: Ranged attacks gain +2 STR (x3) Stratagems Soul-locked: Fall back & shoot Focused: Unit gains DEV wounds & sustained hits 1 vs chosen target unit Immaterial Detachment Upgrades Predestined: May make an ingress move in your 1st move phase (x3) Astral: Unit gains stealth (x3) Stratagems Blades: Unit gains lance By Thought: Can perform an action & still shoot Pro Painted Studios products are not affiliated with or endorsed by Games Workshop Limited.